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Garrett Eastman

Maximizing the Usefulness of Data Gathered Though Crowdsourcing Methods Using Gamification - 0 views

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    Abstract: "This literature review describes gamification and how it can be used in a crowdsour cing context. It relates motivations for participating in such activity as more intrinsic than conventional methods, and as such provides numerous benefits. Such benefits include more accurate work, better retention rates, and a more cost effective solutio n. Elements of gamification are examined, as well as how it can be applied to existing applications."
Garrett Eastman

rom Plan to Augmented Reality - Workflow for Successful Implementation of AR Solutions ... - 0 views

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    Abstract: "This paper describes possibilities and examples in which augmented reality solutions can be implemented in planning and participation processes, based on an analysis of the results of the project "ways2gether - Target - group - specific use of augmented reality and web 2.0 in participative traffic planning processes". An augmented - reality - demonstrato r based on the free metaio Mobile SDK was developed as part of the project ways2gether. This new communication and information tool was practically evaluated in three test cases to show the benefit in planning and participation processes in transport plann ing. The actual possibilities and challenges in implementing augmented reality in planning processes are discussed, the technical background and a possible workflow for the integration of augmented reality solutions in planning processes are described and finally the benefits and difficulties in using augmented reality in participation processes are explained based on the results of the test cases."
Garrett Eastman

The Gaming Revolution: A Comprehensive Evaluation of the Virtual World - 0 views

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    From the introduction: "The staggering growth of violent video games in recent years raises important socio - psychological questions concerning the relationship between the civilian population, the military , and the phenomenon of violence . This thesis is based on interviews with active - duty soldiers , veterans, psychologists and gamers alike, conducting original research to gain a better understanding of the lasting ramifications of this popular genre. Many studies have outlined the negative consequences of viole nt video games, but this mor e comprehensive analysis of the medium will show a more balanced picture of the true implications of this growing phenomenon . As I will demonstrate, the growth of video games is a net benefit for society. Video games as a growing new media - and a rapidly expanding part of our culture - are not to be purely defined by the overly - negative rhetoric that has been popularized by syndicated news and the public eye, as there are so much more "nutritious" benefits games have to offer to society."
Garrett Eastman

Game Performance as a Measure of Comprehension and Skill Transfer - 0 views

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    Abstract: "Intelligent Tutoring Systems (ITSs) have begun to develop hybrid systems that balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment developed on top of an existing ITS for reading comprehension (iSTART). In an 11 session labbased study, 40 high school students interacted with the full iSTART-ME system and completed comprehension measures at multiple time points (pretest, posttest, retention, and transfer). The current work examined students' comprehension outcomes and how they were related to performance within three integrated practice methods: Coached Practice (non-game), Showdown (game-based), and Map Conquest (game-based). Results indicate that performance within the game-based practice environments was positively related to comprehension outcomes, whereas performance within the non-game environment had no relation to subsequent comprehension measures."
Garrett Eastman

Bridging Game-Programming into theK-12 Curriculum - 1 views

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    From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Garrett Eastman

Serious Game Development as an Iterative User-Centered Agile Software Project - 0 views

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    Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
Garrett Eastman

Live Chat: Health Benefits of Videogames - 0 views

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    Largest public study of video game playing conducted by University of Vancouver researcher
Garrett Eastman

"Game Challenge: A Factorial Analysis Approach" by Ian J. Fraser - 0 views

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    Abstract: "Video games that customize to a player's experience level and abilities have the potential to allow a broader range of players to become engaged and maintain interest as they progress in experience level. A game that uniquely customizes the player's experience could attract additional demographics to gaming, which will result in a distinct edge in marketability and potential revenue. This thesis examines a subsection of adaptive gaming systems from the perspective of identifying game factors that alter the level of difficulty. Our focus is to provide a solution useful to both research and commercial gaming communities by developing a system that simulates results offline yet can be integrated into online play. While online performance is the main goal of an adaptive system, the offline simulation provides several benefits. Offline simulation allows the elimination of insignificant factors from inclusion in the training and evolution phase of machine learning algorithms. In addition it provides commercial games with a useful tool or method for performing game balancing and level tuning. To test our approach we designed a test-bed version of the game Pac-Man. The experimental testbed alters environment variables to evaluate their effect on a set of selected response variables. Observing the results of several response variables provides the potential to represent multiple player states, though our focus is on controlling the difficulty for a player. The testbed will simulate the actions of both Pac-Man and the ghosts over a variety of different settings and strategies. The evaluation of a factor's significance and its effect size are calculated using a factorial analysis approach. This method allows the identification of factors relevant to both individual strategies, and the set of all player strategies. Finally, as a proof of concept for both the online and adaptation prospects of this method, we developed a prototype adaptive system. Utilizing the releva
Garrett Eastman

Rich Tax Breaks Bolster Video Game Makers - NYTimes.com - 0 views

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    A UTA economics professor explains how companies like Electronic Arts lobbied for and benefit from federal government assistance.
Garrett Eastman

Reification and Real Life Goals as Facilitators of Progression in Digital Games - 0 views

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    from the abstract: "This paper investigates how real life goals may add benefits to games much like when contemporary games offer an alternative of monetary payment, to unlock novel features and facilitate progression in the game. For such an optional currency to be meaningful, there is a need for a discussion on how to determine, assign value of and validate these real life achievements. This paper aims to discuss the use of known activities from social media and ubiquitous gaming to evaluate and describe the value for real life activities and provide a balanced discernible outcome that can be used as an alternative to payment or mundane tasks which has to be performed in order to progress in games."
Garrett Eastman

A Draw-and-Guess Game to Segment Images - 0 views

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    abstract: "This paper discusses a scenario in which human computation is used to segment timestamped fashion images for mining trends based on visual features of garments (e.g., color and texture) and attributes of portrayed subjects (e.g., gender and age). State-of-the-art algorithms for body part detection and feature extraction can produce low quality results when parts of the body are occluded and when dealing with complex human poses. In such cases, these algorithms could benefit from the assistance of human agents. In order to jointly leverage the potential of crowds and image analysis algorithms, a game with a purpose (GWAP) is proposed, whereby players can help segment images for which specialized algorithms have failed, so as to improve the extraction of color and texture features of garments and their association with the features of the subject wearing them."
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

Bringing Online Gaming to the Cloud: a Case Study - 0 views

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    Abstract: "the boom of Cloud Computing services in the recent years has created new opportunities and removed many of the limitations that are typically tied to software deployed on the Internet. It has been shown that the development of online games can benefit from the integration of Cloud services into their design in order to solve many of the problems that plague their development and maintenance. In this paper, we first discuss the current designs of online gaming architectures and present their limits. The solutions offered by using Cloud services in respect to these video games are then explored and the new problems that arise from this combination are addressed. We also present a case study by deploying an online First Person Shooter multiplayer video game on currently available Cloud infrastructures (using Amazon Elastic Compute Cloud) and detailing our architecture specifically designed for this purpose. We show that, where once entering the market of online games was solely affordable by big companies due to the high infrastructure costs, a single person could now create and deploy an online game."
Garrett Eastman

For the Win: How Game Thinking Can Revolutionize Your Business - 0 views

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    "Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking?addressing problems like a game designer?can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more."
Garrett Eastman

What makes a video game fun: An investigation into the expectations of playing First Pe... - 0 views

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    Abstract: "Through the use of an online discussion, this study collected the detailed perspectives of 29 'hardcore' and 'casual' gamers, regarding the topic of FPS video games. It investigates what the gamers want in a FPS by means of an online discussion which builds on the benefits of both ethnography and focus group methodologies. Since the study's main goal was exploratory, a qualitative approach was considered the most appropriate; in addition to this, the method used to collect the data was done within a grounded theory framework. This study finds that, though graphics have historically been a major factor in driving the success of a FPS video game, this is no longer the case. Gamers expect there to be a balance between the different components, with a more holistic gaming experience desired, and that too much focus on one component at the expense of another will result in an unsatisfactory video game experience. This can be seen in comments given by the participants indicating too much emphasis of the graphics quality in a FPS and not enough on story or the multiplayer aspects results in a video game which is neither fun nor praiseworthy. The latter is perceived significant as with such an oversaturation in the video game market, developers rely heavily on positive word of mouth to advertise their games. This study's main goal was to develop a better understanding of the expectations of gamers regarding FPS; in doing so, it has laid out the basis for producing a 'magic formula' for a great FPS video game. It has also highlighted several other areas which need further investigation in order to better understand the behavioural motives and actions of gamers from both 'hardcore' and 'casual' communities."
Garrett Eastman

MMO-topia: Are massively multiplayer online games cultivating communities that are bett... - 0 views

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    "By demonstrating that communities formed in massively multiplayer online games are true communities, examining communication and behaviour within MMOG communities, and discussing the benefits and negative aspects of MMOG communities this paper will show that the communities of massively multiplayer online games are better than offline communities."
Garrett Eastman

Effects of visual search conditions on performance in a Railed-Shooter game - 0 views

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    "This study evaluates player's performance respective to three visual search conditions in a railed shooter game. Each condition alters the presentation of elements according to the similarity theory of visual search, which distinguishes how easy or difficult goal-relevant targets (T) are from non-target distractions (NT). Significant performance differences are found for accuracy, XY screen position of mouse clicks, and level time. The benefit of this approach identifies performance tradeoffs in visual design with implications on game balancing."
Garrett Eastman

A Literature Review of Gaming in Education - 0 views

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    "Abstract The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about the use of digital games in education. The claims are that digital games (1) are built on sound learning principles, (2) provide more engagement for the learner, (3) provide personalized learning opportunities, (4) teach 21st century skills, and (5) provide an environment for authentic and relevant assessment. The evidence for each claim is presented and directions for future research are discussed."
Garrett Eastman

Persuasive and Serious Games: Copycat - A Persuasive Game Final Report - 0 views

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    "Our group formed around the common theme of piracy, and after iterating through several different subthemes, we finally settled on two distinct persuasive objectives in our game. First of all, we intended to persuade the player that piracy is not theft. Secondly, we intended to convey the message that the media industry hides and distorts the reality of the situation for its own benefit. The game is meant to inspire critical thinking and discussion about the topics being discussed in the game."
Garrett Eastman

WaterBall: The Exergaming Design for Rehabilitation of the Elderly - 0 views

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    "This study applied the concept of closed chain exercise to WaterBall, which combines rehabilitation exercises with a digital game. By using WaterBall, the elderly can enjoy the benefits of both entertainment and rehabilitation. In addition, WaterBall provides multi-touch control, is easy to use, and have the potential to improve physical activity in older adults The elderly can play the game intuitively. WaterBall Exergaming was used by 52 residents of an elderly community, and they reported that WaterBall offers exercise and fitness, enhances the efficiency of exercises, and provides entertainment and interaction."
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