Abstract :"Petri nets are graphical and mathematical tool for modeling, analyzing, and designing discrete event applicable to many systems. They can be applied to game design too, especially to design serous game. This paper describes an alternative approach to the modeling of serious game systems and classification of motivation behavior with Petri nets. To assess the motivation level of player ability, this research aims at Motivation Behavior Game (MBG). MBG improves this motivation concept to monitor how players interact with the game. This modeling employs Learning Vector Quantization (LVQ) for optimizing the motivation behavior input classification of the player. MBG may provide information when a player needs help or when he wants a formidable challenge. The game will provide the appropriate tasks according to players' ability. MBG will help balance the emotions of players, so players do not get bored and frustrated. Players have a high interest to finish the game if the players are emotionally stable. Interest of the players strongly supports the procedural learning in a serious game."
Abstract: "A game genre as diverse as that of computer role
-
playing games is
difficult to overview. This
poses challenges
or both developers
and researchers to position their work clearly within the genre.
We present an overview of the genre based on clusterin
g games
with similar gameplay features
. This allows
a tracing of relations
between subgenres through their gameplay
,
and
connecting
this
to
concrete game examples. The analysis was done through using
gameplay design patterns to identify gameplay features a
nd
focused upon the combat systems in the games
.
The resulting
cluster structure makes use of 321 patterns to create
37
different
subgenre classifications
based solely on gameplay features
. In
addition to the clusters,
we identify
four categories of patter
ns that
help designers and researchers understand the combat systems in
computer role
-
playing games"
Abstract: "A key problem for crowd
-
sourced systems is motivating
contributions from participants and ensuring the quality of
these contributions. Games have been suggested as a
motivational approach but
there are concerns about data
quality
, particularly when the data are to be used for
scientific research
.
To address these concerns, w
e compare
the
quality
of data obtained
from two citizen science games,
one a "gamified" version
of a species classificatio
n task and
one a fantasy game that used the classification task only as
a way to advance in the game play. Surprisingly,
though we
did observe cheating in the fantasy game,
data quality from
the two games
was not significantly different
. As well, the
quali
ty of data from short
-
time contributors was at a usable
level. These findings suggest that games can be a useful
way to motivate contributions to citizen science projects. "
Abstract: "Citizen science is a form of social computation where members of
the public are recruited to contribute to scientific investigations.
Citizen-science projects often use web-based systems to support
collaborative scientific activities, making them a form of
computer-supported cooperative work. However, finding ways to
attract participants and confirm the veracity of the data they
produce are key issues in making such systems successful. We
describe a series of web-based tools and games currently under
development to support taxonomic classification of organisms in
photographs collected by citizen-science projects. In the design
science tradition, the systems are purpose-built to test hypotheses
about participant motivation and techniques for ensuring data
quality. Findings from preliminary evaluation and the design
process itself are discussed."