Abstract:
Children with Fetal Alcohol Spectrum Disorder (FASD) may suffer numerous cognitive impairments, including significant problems with executive functioning, language, attention, and memory [40]. It is estimated that two to five percent of children born in the U.S. are affected by FASD [34]. It has been shown that training improvements can be made in working memory and attention in children with ADHD [25]. Computerized training with game elements enhances not only motivation but training efficacy of these interventions [38]. This thesis examines the creation of two suites of serious games, Cognitive Carnival and Caribbean Quest, intended to improve working memory aspects of attention with the assistance of a trained psychology interventionist in a therapeutic setting. A game-based approach is chosen to provide motivation to children for sustained cognitive challenges presented by cognitive exercises built into the gameplay. Cognitive Carnival was shown by interventionists to have positive effects in neuropsychological studies of populations of children with epilepsy and FASD [33, 30].
"the aim of this study has been to explore the value of digital games, their significance in our culture, and the current status of their preservation. Investigating the relationship of games to culture; reviewing current preservation activities and drawing conclusions about the value of digital games and the significance of their preservation were the study s objectives. These have been achieved through interviews with key stakeholders the academic community, as potential users of collections; memory institutions, as potential keepers of collections; fan-based game preservation experts; and representatives from the games industry. In addition to this, case studies of key game preservation activities were explored. Through this research, a clearer picture of attitudes towards digital games and opinions on the need for preservation of these cultural products has been established. It has become apparent that there is a need for more coherent and collaborative efforts to ensure the longevity of these important aspects of digital heritage. "
Abstract: "Serious Games are increasingly used as a tool for
various applications contrary to the traditional enterta
inment
purpose. Many game engines are available, and Unity3D is
another example that presents some features such as rapid
prototyping and an easy learning curve. The 3D space where
action takes place is sometimes hard to map into a logical
memory structure
providing flexible access to that information.
The problem of tracking players
'
path
as well as their
decision
s
in 3D environments arises when there is no previous knowledge
of the scenario representation and the creation of a memory data
structure poses
an extra effort for the modeller.
The proposed
solution in this paper, albeit simple, is a straightforward way to
track the location of the video game character and map it when
he
/
she passes certain limits. Th
is mechanism
proved to represent
a key step
for
ward,
addressing the important issue of tracking
the decision
-
making process of players for future analysis and
behaviour elicitation."
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: "Player metrics are an invaluable resource for game designers
and QA analysts who wish to understand players,
monitor and improve game play, and test design
hypotheses. Usually such metrics are collected in a
straightforward manner by passively recording players;
however, such an approach has several potential drawbacks.
First, passive recording might fail to record metrics
which correspond to an infrequent player behavior.
Secondly, passive recording can be a costly, laborious,
and memory intensive process, even with the aid of
tools. In this paper, we explore the potential for an active
approach to player metric collection which strives
to collect data more efficiently, and thus with less cost.
We use an online, iterative approach which models the
relationship between player metrics and in-game situations
probabilistically using a Markov Decision Process
(MDP) and solves it for the best game configurations to
run. To analyze the benefits and limitations of this approach,
we implemented a system, called GAMELAB,
for recording player metrics in Second Life."
Boy, 12, builds app for charity Logan Pazol, 12, has developed an app called "Donut Fighter." Proceeds will go to help kids fight cancer. (T&G Staff) By Susan Spencer TELEGRAM & GAZETTE STAFF UPTON Twelve-year-old Logan J. Pazol, like most kids his age, likes video games.