Abstract: "In 2010, the authors (Jacobs, a game design professor, Sugarman, a pediatrician, and
Rice, a psychotherapist ) started meeting to brainstorm design and play concepts for a
therapeutic, physiologically-controlled videogame intended for use by people diagnosed with
anxiety and/or autism spectrum disorder (ASD). The goal was to combine cognitive behavioral
therapy (CBT), narrative therapy (NT) and biofeedback supported psychophysiological selfregulation
(PSR) into a game that would engage adolescents and provide hard data on a player's
physical and emotional states during a therapy session. The game concept that emerged is
"MindGamersTM in School" (MG), a therapeutic game prototype being developed and tested
across two 6-month sessions by the authors and two teams of undergraduate game design and
development students at the Rochester Institute of Technology.
Pursuing the design required half the team to learn principles, terms and methods of
strength-based, client-centered psychotherapy and their application to psychophysiological selfregulation
and biofeedback theory and practice. The other half of the team needed to engage in
understanding the current state of role-playing videogames, avatar creation systems and game
design/development processes.
This paper will describe the current game prototype and then focus on MG's design and
development process by looking at how the initial design period brought the game design to its
current state and how it has continued to influence the production process."
Abstract
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; "Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players?
To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters."
"Doctors in a domed laboratory in Montreal are designing a virtual world where they hope to one day treat traumatized children with colourful avatars using toylike medical gadgets. Sensory stimulation could be used to make a burn victim feel she is encased in a block of ice."
CCP Games partners with the fashion industry to design virtual fashion environments and avatars and recently hired a fashion consultant to design outfits for one its games