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Garrett Eastman

Inaccessible through oversight: the need for inclusive game design - 1 views

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    "Games are an important part of modern culture. The nature of most video games is such that it can be difficult for individuals with impairments to enjoy many titles. In many cases, this is not due to the games themselves presenting an impossible challenge, but because the games have been left inaccessible through the omission of common features. Mainstream titles are often accessible and inaccessible by turns. This strongly suggests that the resultant inaccessibility is an oversight rather than conscious design. Awareness building is an important process in improving the inclusivity of game titles. This in turn is important in ensuring that all members of society have an opportunity to enjoy a valuable recreational form. To this end, the essay discusses both the types of disability that could be supported and some common mechanisms by which this can be done. A short overview of several prominent game titles is included to provide real world context for the discussion. In this essay, the author argues that ensuring accessibility need not be a costly or an onerous task, and that great strides can be made by, simply adopting the existing good practice that is currently spread across mainstream titles."
Garrett Eastman

Promoting Game Accessibility : Experienc ing an Induction on Inclusive Design Practice ... - 0 views

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    Abstract: "The Global Games Jam (GGJ) attracts many people who are passionate about games development , co ming from a range of educational backgrounds. Therefore , the event can be experienced by novices and student developers as an opportunity for learning. This provi des an op ening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners . Such an approach aims to raise awareness about issues which learners c ould help develop and take with them into industry . However, t he experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings . This pape r describes an account by one such individual, being introduced to game accessibility through participation in the GGJ . As such, it is not intended as a rigorous empirical analysis , but rather a perspective on one way a game jam can be experienced , invitin g further research on the topic."
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

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

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    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
Garrett Eastman

The Industry an d Policy Context for Digital Games for Empowerment and Inclusion - 0 views

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    "Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification" from the European commission
Garrett Eastman

The Perceptions of Game Developers Compared to Research on Employment Readiness Regardi... - 0 views

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    Abstract: "Twenty three interviews and four surveys were conducted as case studies investigating the perceptions of expertise, expertise acquisition, and gaps in employment readiness for novice game developers. Participants were primarily game development production staff and educators involved in game related programs. Research results were compared to employability skills research. The findings indicated that there is a great deal of alignment between them, but employability skills may be insufficient on their own to be a reliable standalone source for curriculum development in the game development field because of the industry's unique characteristics. Implications from the research results, and insights from the in-depth interviews, that may be relevant to curriculum developers include evidence for a mismatch of the values, needs, and expectations of stakeholders; and a delineation of key characteristics of expertise and long-term success that may be valuable for inclusion in curriculum outcomes and measures. Two of the key characteristics identified were goal-focused passion, and holistic perspectives. Holistic perspectives included an awareness of heuristic use of tacit knowledge. The model of an expert learner was supported as a potential curriculum outcome focus that encapsulated the main characteristics of expertise that novices or advanced beginners could acquire. Another implication is that there may be a relation between expert characteristics and characteristics of functional behaviours that are related to positive psychology and cognitive behavioural therapy."
Garrett Eastman

How Much are You Paying for a Video Game? Discrete Choice Model with Used Market Activi... - 0 views

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    Abstract Berry (1994) and some later papers provide a way to estimate di erentiated product models. When the product of interest is a durable good, consumers do not pay the entire retail price due to the existence of the second hand market. This paper employs data from the US video game market and proposes a new angel to investigate the demand side of a durable good. The results of the empirical investigation suggests that the inclusion of the future resale price makes the model estimation more sensible and reasonable.
Garrett Eastman

Super Fish Quest: A Video Game - 1 views

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    "Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer."
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