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Garrett Eastman

Does One Size Fit All? Personalizing Persuasive Games for Health by Gamer Types - 0 views

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    From the introduction: "we conduct two large - scale studies of gamer's health behavior, their associated determinants, and the influence of various 2 [persuasive technology] PT strategies on various gamers ' personalities. The aim is to answer the following research questions : Q1. Is it possible that membe rs of one gamer type will respond differently to various persuasive strategies and theoretical determinants from members of other gamer types ? Q2. Which persuasive strategies and theoretical determinants are suitable for designing persu asion games for various gamer types? Q3. Can persuasive strategies and theoretical determinants be mapped to common game mechanics? Q4. To what extent can we employ the one - size - fits - all approach and what persuasive strategies support one - size - fits - all approach ?
Garrett Eastman

Making Gamers Cry: Mirror Neurons and Embodied Interaction with Game Sound. more - 0 views

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    Abstract: :In this paper, I draw on an embodied cognition approach todescribe how sound mediates our identification with andempathy for video game characters. This identification isdiscussed in terms of mirror neurons and body schema, drawingon theoretical and empirical research to explore ways in whichidentity is created from our embodied interaction with sound. Iconclude by suggesting ways in which sound designers andcomposers can use this information to create more empathy andidentification between players and their game characters."
Garrett Eastman

Hybrid Biological-Digital Systems in Artistic and Entertainment Computing - 0 views

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    Abstract: "The authors give an overview of existing incorporations of biological systems for behavior generation within digital systems. The authors investigate digital systems that have artistic and/or entertainment goals, including computer games. The overview concludes with a reflection on the overall state of this hybrid approach."
Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

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    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

Game AI Revisited - 0 views

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    From the abstract: "Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at di erent levels of control, varying from navigation and path nding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would signi cantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a signi cant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI eld and evidently put the game AI term under a new perspective. These game AI agship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities."
Garrett Eastman

Game Builds Student Empathy | National News | United States | Epoch Times - 1 views

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    Researchers at University of Wisconsin are "developing two kinds of games. One is to cultivate attention and the other to cultivate empathy, kindness, and pro-social behavior."
Garrett Eastman

Designing a Mobile Game to Teach Conceptual Knowledge of Avoiding "Phishing Attacks" - 0 views

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    Abstract: "Phishing is a form of online identity theft, which attempts to appropriate confidential and sensitive information such as usernames and passwords from its victims. To facilitate cyberspace as a secure environment, phishing education needs to be made accessible to home computer users and mobile games enable embedded learning in a natural environment. Previously, we have introduced a mobile game design that aimed to enhance avoidance motivation and behavior to protect against phishing threats. This paper focuses on a design that develops the conceptual knowledge that is necessary to combat phishing threats, home computer teaching users about phishing emails and web addresses. The prototype game design is presented on Google App Inventor Emulator."
Garrett Eastman

Game-based Data Capture for Player Metrics - 0 views

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    Abstract: "Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active approach to player metric collection which strives to collect data more efficiently, and thus with less cost. We use an online, iterative approach which models the relationship between player metrics and in-game situations probabilistically using a Markov Decision Process (MDP) and solves it for the best game configurations to run. To analyze the benefits and limitations of this approach, we implemented a system, called GAMELAB, for recording player metrics in Second Life."
Garrett Eastman

Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games - 0 views

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    applied behavior analysis
Garrett Eastman

Design of Emergent and Adaptive Virtual Players in a War RTS Game - 0 views

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    "a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games."
Garrett Eastman

Model Driven Game Development - Case Study A MTC for maze game prototyping - 0 views

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    "In this paper we present an ap- proach for serious game development, based on the model-driven game development techniques. Our approach aims at reducing the complexity of game design and implementation by separating the conceptual envi- ronment of the game and its concrete implementation.We rst de ne the abstract models that characterize the structure and behavior of the game. Then, with the software architecture model and the platform-speci c model, we transform the abstract models into concrete implementations. The resulting prototypes are generated completely (100%)."
Garrett Eastman

Dictators Turn Strangely Benevolent in Online Game - 0 views

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    "Players who became anonymous dictators in a simple online game showed unexpected benevolence toward their subjects, giving away more of their own money than previous, real-life experiments predicted. "This was supposed to be a simple replication, where we backed up the results of previous experiments, just in an online setting," said biologist Nichola Raihani of University College London."
Garrett Eastman

Gamification in Health Care Is Booming, but Is it Effective? - iHealthBeat - 1 views

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    "Tom Baranowski of Baylor College of Medicine, Willis Gee of Cigna, Cameron Lister of Brigham Young University, Kevin Werbach of the University of Pennsylvania's Wharton School of Business and Rhett Woods of Rally Health spoke with iHealthBeat about the growing use of digital gaming to encourage healthy behaviors and reduce costs."
Garrett Eastman

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Te... - 0 views

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    "The University of California, Santa Barbara (UCSB) has launched the Center for Digital Games Research to study digital media and games from a multidisciplinary approach. Launched with seed funding from the Robert Wood Johnson Foundation, the center brings together 30 faculty members with expertise in "human-computer interaction, virtual environments, simulations, social networks, data mining, interactive storytelling and narrative, media neuroscience and behavioral health," among others, according to a news release."
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