Abstract: "Serious games
can help
to improve efficacy of
motor
rehabilitation
especially in a home environment. We introduce
"
The Sorcerer's Apprentice"
,
a serious game
improving strength
and mobility of the shoulder area
targeting
support
of
supervised
phy
siotherapy
.
It proposes a customizable
environment
for
supplementary exercises in the context of rehabilitation for
a
one
-
sided Shoulder
-
Impingement
-
Syndrome.
We
introduce
the
medical background of the shoulder impingement syndrome,
how the game aims to im
prove the health status of the patients
through
several options of
exercises and how these exercises are
embedded into the flow of game play. We will further explain
how motivational factors are implemented and which additional
factors were relevant in the
design
process. As the game makes
use of motion tracking for input, we utilized
Microsoft Kinect as
a low
-
cost IO
device suitable for a
home
-
environment use case. "
Abstract: "Abstract
Game developers spend a large portion of their time developing and
tweaking the articial intelligence in video games. Problems related to
productivity in the development of AI have been solved using various
modeling techniques in the eld of AI, language design and easier to use
editors. Using a domain specic language to assist in describing AI can
increase productivity in this area. In addition to this, game developers
can be relieved from irrelevant tasks such as worrying about performance,
correctness of the implementation, memory management and optimiza-
tion data structures and focus on the high level description of the game
play. In this thesis, we focus on real-time video games and we investigate
the development of a domain-specic language containing the necessary
elements to describe and execute strategies to achieve goals in a real-time
video game. We develop a domain-specic language to express strategies
for computer controlled actors using techniques commonly found in em-
bedded domain-specic languages, and in particular embedded domain-
specic languages in Haskell. To demonstrate this language we have
developed a prototype of a real-time strategy game that uses strategies
implemented using the domain-specic language developed in this thesis"
Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development.
Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates
the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices
during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven
validation process in which the game was created, tested, revised based on student performance and feedback, and retested
until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected
through extensive logging of student actions provided information that could be used to improve the assessment. We found that
detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient
vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance
correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant
correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same
students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and
engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies
should prove useful in the design and improvement of computer games in education."
"We have created a suite of physical computing activity games for Humana's Innovation Center office space - using web-connected sensors embedded in clothing, mobile devices, toys, exercise equipment, home and office accessories and appliances, and even buildings themselves. These challenges encourage people to be more physically active through social web-based games. Each experience is connected to the Humana employees' RFID badges, which allows them to participate in scheduled events, accrue points, and win top scores. A major component of every one of these games is the social platform behind them, which has been proven to be a major motivator in building and maintaining enthusiasm for healthy living. The ideas are developed through collaborative brainstorms, facilitated by Tellart and including Humana Innovation Center personnel. Tellart then refines the ideas, proposing and implementing several of them per round as medium-fidelity prototypes for the office."
"This paper presents the theoretical foundations of and the research methodologies for designing, developing, and evaluating stealth assessments in digital games. ...
There are four main sections in this paper. First, we discuss problems with existing traditional assessments. Second, we review evidence relating to digital games and learning. Third, we define and then illustrate our stealth assessment approach with a set of assessments we are currently developing and embedding in a digital game (Newton's Playground). The stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, we discuss future research and issues related to stealth assessment in education."
"Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
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."
From the abstract: Recent studies show that the second generation of migrants is not adequately integrated
into mainstream society but tends to segregate into secluded segments. 'Internet Use and
Friendship Structures of young migrants in Vienna: a Question of Diversity within Social
Networks and Online Social Games'1 is a transdisciplinary2 research project with the
objective to create a serious music-based online social game, which firstly is intended to
be a positive impact game with the purpose of furthering integration and encouraging the
manifestation of meaningful multiethnic relations. Secondly, the game shall make social
interaction observable for evaluation. This paper gives an overview of which
methodological approaches can be combined in the phases of the game's design process
and shows how the mutual embedding of game design researchers and social scientists
works in this context."
Abstract: "Mobile gaming is a big driver of app marketplaces. However,
few mobile games deliver truly distinctive gameplay experi-
ences for ad hoc collocated users. As an example of such an
experience, consider a sword ght dual between two users
facing each other where each user's phone simulates a sword.
With phone in hand, the users' thrusts and blocks translate
to attacks and counterattacks in the game. Such Phone-to-
Phone Mobile Motion Games (MMG) represent interesting
and novel gameplay for ad hoc users in the same location.
One enabler for anMMG game like sword ght is continuous,
accurate distance ranging. Existing ranging schemes cannot
meet the stringent requirements of MMG games: speed, ac-
curacy and noise robustness. In this work, we design FAR,
a new ranging scheme that can localize at 12Hz with 2cm
median error while withstanding up to 0dB noise, multipath
and Doppler eect issues. Our implementation runs on com-
modity smartphones and does not require any external in-
frastructure. Moreover, distance measurement accuracy is
comparable to that of Kinect, a xed-infrastructure motion
capture system. Evaluation on users playing two prototype
games indicate that FAR can fully support dynamic game
motion in real-time."
"This paper describes design issues surrounding "Data Games," small-scale, short web-based
games that generate data for analysis in mathematics or statistics classes. The games are
embedded in a data analysis environment. We discuss design for the games themselves as well as
some curriculum and assessment issues."
"In this thesis we present the design and evaluation of a learning game based on the concept of
'stealth learning' and the theory of constructivism, which provides an early introduction to basic
programming concepts and procedural literacy to children from 10 years upwards, attempting to
provide the highest possible degree of immersion. The evaluation involves a number of tests
verifying usability, immersion and motivation, and an attempt to test the transferability of the ingame
acquired knowledge to reading pseudocode, the results of which, triggered further
reflection on the possibility of adding new layers of complexity and embedding evaluation of
learning within the game experience."
"In the game, the player acts out the role of a conservator, conservation scientist or collection manager by virtually interacting with objects, materials and data embedded in quest narratives. Within the game, players will be allowed to manage a library and protect it from the elements that accelerate deterioration. Another quest will allow players to take samples from ancient artifacts and analyze them to discover the secrets of its past."