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Garrett Eastman

Guess Who?: A game to crowdsource the labeling of affective facial expressions is compa... - 0 views

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    Abstract: "This paper demonstrates the use of a crowdsourced human computation game to accumulate annotations from non-experts as a means to provide labels for an affective facial expression database. To do so, a human computation game is played, in which players are encouraged to ask each other related facial expression questions. These questions are based on the Facial Action Coding System. Emphasis is placed on the participant's overall understanding of the task and on the ease-of-use of the game so that labeling accuracy is reinforced. Additional game mechanics can be used in future work to encourage players to keep playing the game. This crowdsourced labeling of an affective facial expressions database is important because the manual labeling of an affective database can be relatively expensive and time consuming. Our game shows that non-experts are comparable in labeling our affective database based on the ground truth."
Garrett Eastman

FACTORS AFFECTING INTENT TO PURCHASE VIRTUAL GOODS IN ONLINE GAMES - 0 views

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    "Online games increasingly sell virtual goods to generate real income. As a result, it is increasingly important to identify factors and theory of consumption values that affect intent to purchase virtual goods in online games. However, very little research has been devoted to the topic. This study is an empirical investigation of the factors and theory of consumption values that affect intent to purchase virtual goods in online games. The study determines the effects of game type, satisfaction with the game, identification with the character, and theory of consumption values on intent to purchase virtual goods. The study used a survey to collect information from 523 virtual game users. Study results showed that game type is a moderating variable that affects intent to purchase virtual goods. And it demonstrated that role-playing game users are affected by theory of consumption values: functional quality, playfulness, and social relationship support. Moreover, war-strategy game users are affected by satisfaction with the game, identification with the character, and theory of consumption values: price, utility, and playfulness. The study also presents conclusions, proposes applications, and describes opportunities for further research."
Garrett Eastman

Must Feedback Disrupt Presence in Serious Games? - 0 views

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    From the abstract: " this paper, we challenge the assumption that feedback during learning hinders sense of presence. Ac ross three experiments, we examined how an ITS that provided extrinsic feedback during a serious game affected presence. Across different modalities and conditions, we found that feedback and other ITS features do not always affect presence. Our results suggest that it is possible to provide extrinsic feedback in a serious game without detracting from the immersive power of the game itself. "
Garrett Eastman

Digging deeper into platform game level design: session size and sequential features - 0 views

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    Abstract: "A recent trend within computational intelligence and games research is to investigate how to affect video game players' in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience. Several types of features are explored, including item frequencies and patterns extracted through frequent sequence mining."
Garrett Eastman

Using Biometric Measurement in Real - Time as a Sympathetic System in Computer Games - 0 views

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    Abstract: "With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This pa per assesses the ability to use a form of biometric measurement, heart rate, in real - time to improve the challenge and enjoyment of a game by catering it to individuals of varying ability . While the findings of this study are valuable to game developers in terested in providing additional dimensions to gameplay and testing, they may also be useful for those researching medical or the rapeutic applications for games . The results suggest that although the tested game was inherently challenging and enjoyable, t he adaptive affective gameplay was not altering the game enough to induce strong physiological or emotional responses from participants. Biofeedback games lend themselves to medical applications, but adaptive affective games can be used to respond sympathe tically to the player without requiring direct control of physiological responses as a form of input."
Garrett Eastman

Towards the Development of an Affect-Sensitive Game - 0 views

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    Abstract: "The purpose of this study is to create a brain-computer interface-dependent game that relies on user affect as a method of control. The paper first summarizes the existing research into BCI-based applications. It then describes the steps the researchers have been taking in order to develop a game that makes use of the OCZ Neural-Impulse Actuator to retrieve brain signals from a user in order to manipulate different powers utilizing arousal."
Garrett Eastman

PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
Garrett Eastman

Marketing in Game Design - 1 views

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    Abstract: " wanted to inspect how developing a game from a purely commercial pe rspective a ffect s on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games , how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a flue nt part of indie game development process. Through m y thesis project, Puzzleplatf orm, I s tudy how the marketing aspects affect the game concept itself and how the se aspects can be implemented in the game concept."
Garrett Eastman

Lifespan - 0 views

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    Abstract: "Lifespan is an Interactive Media and Game Development Major Qualifying P roject developed in the Unity game engine over the course of one year by six students. Lifespan is a first - person puzzle game in which the player affects objects in the environment by using a time - manipulation device. Designed with a unique spin on standar d puzzle games, Lifespan seeks to add realism, science, and nature to the environment with new and interesting mechanics."
Garrett Eastman

Factors Affecting the Design of Emotionally Engaging Games - 0 views

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    "As yet games have not achieved the engagement factor seen in the movie industry, the holy grail for any games designer is to engage, excite and attract their players without running into the downside of addiction. There are two major factors to achieving this goal that need to be considered: a) Does the player "Believe" the game b) The emotional "roller-coaster" ride experienced by the player If these are achieved then the game becomes a XXX game. This paper seeks to investigate the factors affecting these two goals and offers guidelines in order to achieve a successful implementation, avoiding the obvious design pitfalls."
Garrett Eastman

Design and Development of an Affect-Sensitive Horror Game - 0 views

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    Using a brain-computer-interface, researchers attempt to discover what game elements evoke fear in players
Garrett Eastman

From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest ... - 0 views

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    From the abstract: "Our goal is to create a better understanding on how to design encounters that affect interest levels in linear FPS games. Specifically, how exactly a player's interest levels can be raised intentionally. To accomplish this, we developed a method for measuring and comparing player interest levels based on electroencephalogram (EEG) data measured using a "Neurosky Mindset" unit, which is a commercially available EEG device. We measured player EEG data for the first 4 levels of the FPS game "Call of Duty: Modern Warfare 2" and calculated player interest levels for the entire length of gameplay. By referring to recorded gameplay videos, we were able to associate each increase in interest levels for each player to a specific point in game. From this data, we found and isolated points in each level where most players showed a rise in interest levels, and discovered that certain patterns existed between these situations. These findings led to another study where we further analyzed these situations and found out what factors caused most players to show a rise in interest levels. We were able to divide these factors into 6 different categories called Triggers: "Anticipation", "Concentration", "Surprise", "Frustration", "Overwhelm" and "Fear". As these triggers represent mutually exclusive elements that affect a player's interest levels, we found that in most situations where many test subjects showed a rise in interest levels, more than one trigger is present, a phenomenon we call Stacking. While our study is still ongoing, we believe that by using these triggers as guidelines, game designers will be able to intentionally plan and control the player's interest level for FPS games with a certain level of guarantee"
Garrett Eastman

Are All Games Equally Cloud-Gaming-Friendly? - 0 views

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    Abstract: "Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming and optimize the operation cost of data centers."
Garrett Eastman

Scaling Online Collaborative Games to Urban Level - 0 views

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    Abstract: "With the growing availability of personal communication devices we are witnessing a tremendous increase in the demand for mobile services based on location and context. Mobile gaming is, of course, following this same trend. Unfortunately, differently from other services, location- and context-based gaming strictly requires near-field communication to interact with nearby players in order to create teams and arenas. Since currently adopted technologies suffer from scalability (Bluetooth) or energy (WiFi) constraints, Opportunistic Networks (ONs) have already been addressed as a viable solution to involve a considerable number of players on a wider area. While massive multiplayer games are commonplace on wired networks, it is not yet clear how player experience is affected by the increased delay and probabilistic message forwarding introduced by a huge population over an ON. In this paper we address this problem by proposing an opportunistic collaborative game, which is meaningful for the category of collaborative puzzle games, and evaluating its playability and scalability by means of simulations on a real city topology."
Garrett Eastman

An Analysis of the Educational Potential of Augmented Reality Games for Learning - 0 views

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    Abstract: "This paper presents a review of practical research papers on augmented reality games for learning. The study evaluates how these games may impact motivation (affective learning outcomes) and knowledge gain (cognitive learning outcomes). For the analysis, we use game design patterns for mobile games and Bloom's taxonomy of educational objectives. Our study results substantiate the generally assumed motivational potential of augmented reality games. Also, they indicate that augmented reality games may have the potential to bring about cognitive learning outcomes."
Garrett Eastman

Game design and production: Frequent problems in game development - 0 views

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    Abstract: "This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team's work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a survey about game design documentation and communication sent out to game developers and game design students."
Garrett Eastman

The Zero-Day DLC Strategy: A Case for Versioning to Facilitate Product Sampling - 0 views

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    Abstract: "Out of the recent popularity of downloadable contents (DLC) among video game manufac- turers has resurfaced the issue of versioning of informatio n goods. The central idea behind the zero-day DLC strategy is that consumers who find the base v ersion of a game to be suffi- ciently attractive would pay a premium to upgrade by purchas ing such a DLC. In this work, we combine the literature on versioning with that on product sampling to model the impact of consumer learning on the product-line strategy of a game m anufacturer. In doing so, we demonstrate that a manufacturer's desire to vertically diff erentiate could actually stem from a horizontal separation among consumers. When consumers diff er in their perception of the fit between their tastes and the features of the product, horizo ntal differentiation seems a natural choice. However, if the manufacturer is unable to classify p otential consumers into groups with distinct tastes, horizontal differentiation becomes impra ctical. We find that, interestingly, this inability to differentiate horizontally does not limit the m anufacturer from vertically positioning its product line. We characterize the conditions under whic h the DLC strategy is effective and discuss how it affects consumer and social welfare. Our resul ts also have obvious implications in markets for other digital experience goods."
Garrett Eastman

A Serious Game for EVAcuation Training - 0 views

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    Abstract: "Serious Games are increasingly used as a training and educational tool. Fire keeps claiming a high number of victims. Some authors allege failures during the evacuation process as the main cause that contributes for that number. Fire drills are used to train buildings' occupants for emergency situations. However, fire drills' participants often have prior knowledge of their schedule and as result they are not as focused as they should. Moreover, fire drills require the mobilization of some resources, leading to financial costs. Performing a fire drill will always affect the normal functioning of the place where they take place; for this reason, sometimes they are not performed at all. In some special locations, like hospitals, fire drills are unsuitable. Emergency planning is crucial to prevent and minimize damage and victims. Albeit the improvement on safety measures, many occupants and employers in this type of buildings still lack adequate knowledge and training on how to behave in such hazardous situations. EVA is presented as a possible solution, which is based on the concept of Serious Game that can be used as a training tool for healthcare professionals. A preliminary prototype was developed. A sample of 20 subjects was selected to test it giving promising results. Results also showed that users who had training in fire prevention appear to perform better in the course. Moreover, participants who regularly play computer games overcame easily the game challenges. Further research and development are still to be explored, which are discussed in the concluding part of this paper."
Garrett Eastman

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games - 0 views

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    Abstract: "Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of 'playing like a team' which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework's utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements."
Garrett Eastman

A Quantitative Approach for Modeling and Personalizing Player Experience in First-Perso... - 0 views

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    Abstract: "In this paper, we describe a methodology for capturing player experience while interacting with a game and we present a data-driven approach for modeling this interaction. We believe the best way to adapt games to a speci c player is to use quantitative models of player ex- perience derived from the in-game interaction. Therefore, we rely on crowd-sourced data collected about game context, players behavior and players self-reports of di erent a ective states. Based on this informa- tion, we construct estimators of player experience using neuroevolution- ary preference learning. We present the experimental setup and the re- sults obtained from a recent case study where accurate estimators were constructed based on information collected from players playing a rst- person shooter game. The framework presented is part of a bigger picture where the generated models are utilized to tailor content generation to particular player's needs and playing characteristics."
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