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Garrett Eastman

Brief Guidelines for Educational Adventure Games Creation (EAGC) - 0 views

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    Abstract: "Many recent studies have shown that educational games are effective tools for learning. Nevertheless, it is hard to find any practical guidelines for the creation of such games. The goal of this paper is to develop such guidelines for the creation of educational adventure games."
Garrett Eastman

Disability video gaming guidelines website launched - 2 views

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    "A detailed set of guidelines has been published online to help video-games developers cater for users with accessibility issues."
Garrett Eastman

Educational Video Game Design Based on Educational Playability: A Comprehensive and Int... - 0 views

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    Abstract: "Design techniques can have an important effect on how video games teach and players learn. The ability to harness these techniques in the design of educational video game can impact the motivation and engagement of playing and learning by creating more options for players to connect with game content as well as to other players. This article focuses on the design phase of the game development process and highlights the role of some techniques that can be used to design a successful educational video game (guidelines and design patterns). These techniques provide information on good practice and form a basis for evaluating the educational video game quality, acting as useful tools for developers to enhance video game playability. To this end, we have presented a set of guidelines and design patterns in order to provide an acceptable level of playability and, in this way, a better player experiences and learning achievement."
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

Full Body Motion-Based Game Interaction for Older Adults - 0 views

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    study of games used to increase mobility for elderly as well as "seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life."
Garrett Eastman

Factors Affecting the Design of Emotionally Engaging Games - 0 views

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    "As yet games have not achieved the engagement factor seen in the movie industry, the holy grail for any games designer is to engage, excite and attract their players without running into the downside of addiction. There are two major factors to achieving this goal that need to be considered: a) Does the player "Believe" the game b) The emotional "roller-coaster" ride experienced by the player If these are achieved then the game becomes a XXX game. This paper seeks to investigate the factors affecting these two goals and offers guidelines in order to achieve a successful implementation, avoiding the obvious design pitfalls."
Garrett Eastman

Rapid Digital Game Creation for Learning Object-Oriented Concepts - 1 views

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    "This article is about the learning that occurs from making games, rather than from playing games. In this paper, we describe the use of Rapid Digital Game Creation (RDGC) for learning and teaching Object-Oriented (O-O) concepts. RDGC involves the rapid building of digital games with high-level software that requires little or no programming knowledge. We examine how RDGC supports the understanding of various O-O concepts. Using a theoretical framework of constructionism, we discuss pedagogical guidelines for RDGC-based learning. We suggest that RDGC is a useful pedagogic tool that complements formal programming languages and can help flatten the steep learning curve needed to learn O-O computer programming (or OOP)."
Garrett Eastman

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

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    applied behavior analysis
Garrett Eastman

LED-ME Project - A Design Report - 0 views

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    From the abstract: "This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills."
Garrett Eastman

From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest ... - 0 views

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    From the abstract: "Our goal is to create a better understanding on how to design encounters that affect interest levels in linear FPS games. Specifically, how exactly a player's interest levels can be raised intentionally. To accomplish this, we developed a method for measuring and comparing player interest levels based on electroencephalogram (EEG) data measured using a "Neurosky Mindset" unit, which is a commercially available EEG device. We measured player EEG data for the first 4 levels of the FPS game "Call of Duty: Modern Warfare 2" and calculated player interest levels for the entire length of gameplay. By referring to recorded gameplay videos, we were able to associate each increase in interest levels for each player to a specific point in game. From this data, we found and isolated points in each level where most players showed a rise in interest levels, and discovered that certain patterns existed between these situations. These findings led to another study where we further analyzed these situations and found out what factors caused most players to show a rise in interest levels. We were able to divide these factors into 6 different categories called Triggers: "Anticipation", "Concentration", "Surprise", "Frustration", "Overwhelm" and "Fear". As these triggers represent mutually exclusive elements that affect a player's interest levels, we found that in most situations where many test subjects showed a rise in interest levels, more than one trigger is present, a phenomenon we call Stacking. While our study is still ongoing, we believe that by using these triggers as guidelines, game designers will be able to intentionally plan and control the player's interest level for FPS games with a certain level of guarantee"
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