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Garrett Eastman

AJET 27(6) Carr and Bossomaier (2011) - Relativity in a rock field: A study of physics ... - 0 views

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    Relativity in a rock field: A study of physics learning with a computer game David Carr and Terry BossomaierCharles Sturt University These results appear to run counter to people's intuitive understanding, and lead to such unexpected effects as length contraction, time dilation and mass dilation (some background is provided in the following Literature review section).
Garrett Eastman

31 Ways To Get Smarter In 2012, #14 Play Violent Videogames - 0 views

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    One of 31 ways, videogames touted because research shows they "quicken reactions, improve multitasking, and reduce hostile feelings after a stressful task." Three suggested titles.
Garrett Eastman

NESTA - Educated gamers (12 predictions for 2012) - 0 views

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    In the next twelve months more schools will be setting homework assignments for their students to play computer games. This will be because schools, expecting more of their students, will be looking for ways to support them to develop a deep level of understanding in, say, science, maths, or in being effective creators and consumers of the digital world (how to code, mash-up websites, design apps and so on).
Garrett Eastman

The Impact of Tutorials on Games of Varying Complexity - 0 views

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    "we implemented eight tutorial designs in three video games of varying complexity and evaluated their effects on player engagement and retention. The results of our multivariate study of over 45,000 players show that the usefulness of tutorials depends greatly on game complexity. Although tutorials increased play time by as much as 29% in the most complex game, they did not significantly improve player engagement in the two simpler games. Our results suggest that investment in tutorials may not be justified for games with mechanics that can be discovered through experimentation."
Garrett Eastman

Adaptivity Challenges in Games and Simulations: A Survey - 0 views

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    Abstract: "Abstract-In computer games and simulations, content is often rather static and rigid. As a result, its prescripted nature can lead to predictable and impersonal gameplay, while alienating unconventional players. Adaptivity in games has therefore been recently proposed to overcome these shortcomings and make games more challenging and appealing. In this paper, we survey present research on game adaptivity, identifying, and discussing the main challenges, and pointing out some of the most promising directions ahead.We first survey the purposes of adaptivity, as the principles that could steer an adaptation and generation engine. From this perspective, we proceed to thoroughly discuss adaptivity's targets and methods. Current advances and successes in this emerging field point to many yet unexplored research opportunities. Among them, we discuss the use of gameplay expectations, learning preferences, and assessment data in the integrated adaptation of game worlds, scenarios, and quests. We conclude that, among other methods, procedural content generation and semantic modeling can powerfully combine to create offline customized content and online adjustments to game worlds, scenarios, and quests. These and other promising methods, deserving ample research efforts, can therefore, be expected to significantly contribute towards making games and simulations even more unpredictable, effective, and fun."
Garrett Eastman

Hidden Options and Player Pushback: Rhetoric of Mass Effect 2 - 0 views

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    "This thesis is an exploration of gender construction within the digital gaming subculture of the United States in the early 21st century."
Garrett Eastman

Coordination Experience and Team Performance: Evidence from the Electronic Games Industry - 0 views

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    "In cross-functional teams, team performance depends on how skillfully function managers carry out the cross-function coordination of team members' complementary expertise and activities. In this paper, we argue (i) that function managers' coordination skills develop in part through the coordination experience gained from interacting with managers from other function, (ii) that coordination experience has general and firm-specific dimensions, and (iii) that coordination experience leads to better team performance. Using data on development teams in the electronic games industry, we show that coordination experience and its general and firm-specific components have a positive impact on the commercial success of electronic games, and that this effect is robust to tests for omitted variables and reverse causality. Our results have implications for the theory of learning and coordination in teams and for the practice of team design in project-based organizations."
Garrett Eastman

Lessons Learned from the STEAM Project: Development and Deployment of Digital Learning ... - 0 views

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    "(Science and Technology Enrichment for Appalachian Middle-schoolers", student game developers' experiences
Garrett Eastman

The Role of Haptics in Games - 0 views

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    From a book on haptic interfaces ,"Currently, a diverse spectrum of games available in the market take advantage of the force feedback stimuli effects offered by mainstream haptic interfaces. Here we intend to give a broad view of past and present developments aimed at enabling game environment with haptic augmented interfaces, while discussing the strengths and weaknesses of such developments."
Garrett Eastman

A HOLISTIC APPROACH TO DESIGNING FOR SPECIFIC AESTHETIC EXPERIENCES IN DIGITAL GAMES - 0 views

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    From the abstract:"Based on game qualities like simplification and coherence, my approach aims at designing aesthetically holistic games. Other aesthetic qualities that are treated in relation to the design process include representation, embodiment, presence, immersion, flow, fun, pliability and pace. The approach is argued to have strengths in the sense that it does not conform to pre-established genres, is more player oriented, can create coherent experiences and aid innovation. The backdraws are that it is not effective and does not guarantee that the outcome is neither pleasurable nor playable."
Garrett Eastman

Killing for Girls: Predation Play and Female Empowerment - 0 views

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    Abstract: "Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive-have historically been the purview of male players. Females, though now much more involved in digital games than before, are generally encouraged to play games that stress traditionally feminine values such as socializing with others, shopping and nurturing. This paper argues that playing games that virtually simulate predation (which is true of most violent videogames) has many benefits for female players. Predation play teaches participants how to survive and excel in stressful, competitive, aggressive environments. To remain in the game, players have to sharpen their wits, learn to face fear, accept challenges and come back from defeat to play again. Negative effects are also discussed."
Garrett Eastman

The Player as Author: Exploring the Effects of Mobile Gaming and the Location-Aware Int... - 0 views

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    "we theorize the unique storytelling potential of mobile games while describing our experience attempting to harness that potential through the design and implementation of our hybrid-reality game University of Death."
Garrett Eastman

Genome Biology | Full text | Games with a scientific purpose - 0 views

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    The protein folding game Foldit shows that games are an effective way to recruit, engage and organize ordinary citizens to help solve difficult scientific problems. Modern science is filled with challenges of massive scale.
Garrett Eastman

Journey: A hauntingly beautiful art house film disguised as a game - 0 views

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    Game review."Full disclosure: I fell asleep about a half hour into my first attempt to play Journey, the latest experience from Flower creators thatgamecompany. I'm not entirely sure this wasn't the intended effect of the endless stretches of lonely desert sands and dirge-like music that characterize the beginning of the game."
Garrett Eastman

The Video Game Industry: Explaining the Emergence of New Markets - 0 views

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    Is industry leadership shifting to different countries and what are the effects of globalization?
Garrett Eastman

An Alien's Guide to Multi-Adaptive Educational Computer Games - 0 views

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    The Zeitgeist that Teaches Geography Challenges of Learning Game Design Introducing the Story Engineand Learning Engine The FourStage Approach to JustinTime Personalization Meeting the Challenges of Gamebased Learning A Possibility to Reduce Costs of DEGs Learning Effectiveness Validation LEV Interactive Digital Storytelling Narrative GameBased Learning Objects Challenges in Realizing Personalized Digital Gamebased Learning Realtime Interaction Trajectory for Adaptivity Evaluation RITAE
Garrett Eastman

Understanding Gamification of Consumer Experiences - 1 views

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    From the abstract: "we present an experience framework in order to show the effect of gamification on consumers' experiences that is illustrated through four extended examples. We conclude this article with a few implications for future research into, as well as practical application for the successful gamification of consumer experiences. But first, we discuss what gamification is and what it is not."
Garrett Eastman

UGA research team receives $500K NIH grant to develop interactive learning tools | Ge... - 0 views

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    Athens, Ga. - A team of University of Georgia researchers has been awarded a $500,000 small business grant from the National Institute of Mental Health to develop interactive educational software aimed at teaching high school students how the five senses work in the context of the brain and how neurons work.IS3D LLC, a partnership founded in 2010 by eight UGA faculty and staff members, will develop the software with input from high school teachers and students in Atlanta and northeast Georgia.IS3D will design a game based on the five senses, along with a series of interactive case studies that will allow students to explore how neurons work. The software will be tested in classrooms to gauge their effectiveness in helping students learn and whether they improve the students' engagement in science curriculum
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