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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

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

A Video Game Description Language for Model-based or Interactive Learning - 0 views

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    Abstract: "We propose a powerful new tool for conducting research on computational intelligence and games. 'PyVGDL' is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL."
Garrett Eastman

Empirical Game Design for Explorers - 0 views

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    Abstract: "The explorer player type has remained a focal point in discussions of game design and research for several years. Though valuable insights have built an understanding of explorers from online multiplayer and individual characteristic perspectives, there still remains a need to further understand and empirically specify what aspects of games are appealing to explorers. Accordingly, the Gameplay Enjoyment Model (GEM; Quick, Atkinson, & Lin, 2012b) provides a detailed, empirical perspective on the explorer through a set of specific game design features. Using these features, games can be designed to leverage what is known about how explorers experience enjoyment through games. A practical demonstration of how to design Exploration features into a game is offered through an analysis of Pathfinders Way. This article aims to encourage a deeper understanding of explorers and provide practical guidance on how empirical research results can be incorporated into game design practice."
Garrett Eastman

Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii - 0 views

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    Abstract: "This paper explores the consequences of using the game engine Unity to construct 3-D models of Pompeian houses, linked to art and spatial databases, as an ongoing research colloquium for advanced undergraduate and graduate students in the humanities. Rather than serving as a neutral piece of visualization software, the game engine functions as critical tool because, more than any other visualization platform, it permits real time, embodied movement through the houses. One outcome of such embodied movement has been the recognition that the traditional vocabulary for describing space in Pompeii is inadequate, and a much more careful methodology is required, using network topology and visibility graph analysis to establish spatial profiles for the rooms. As they construct the models in Unity, students also encounter the contradiction between the texture pipeline used to produce immersion in games and the emphasis on accuracy and scientific objectivity found in cultural heritage discourse, a discourse which paradoxically also stresses immersion. Finally, the game engine encourages students to consider the rhetoric of embodied play in the Pompeian decorative ensembles themselves."
Garrett Eastman

L2P NOOB: Examining Tutorials in Digital Games - 0 views

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    Abstract: "It has been well-noted that contemporary digital games tend to design for a relatively high skill threshold engineered to appease a well-entrenched and digitally literate audience (Hayes, 2005). Such design practices, however, serve to disenfranchise new and novice players wanting to learn to play. This novice-expert divide is a significant barrier to entry for individuals wanting to play digital games, and given that digital games are seeing increased use in pedagogical contexts (Akilli, 2007; Becker, 2007; Nieborg, 2011; Shelton, Satwicz, & Caswell, 2011; Ulicsak, 2010), such skill-based barriers further complicate the seamless incorporation of digital games into the classroom. In an effort to explore how we might bridge the gap between new and weathered players, I created three tutorials for World of Warcraft (2004) in an attempt to improve the existing tutorials for newer entrants to the game. These new tutorials offered different modalities of instruction, as well as instructional strategies in assisting newer players. Tutorials were designed using the Structured Sound Functions (SSF) model of instructional design, following the Attentional Control Theory of Multimedia Learning (ACTML). The tutorials were then analyzed for their effects on play outcomes, player engagement, and player motivations using the Dick and Carey (2011) three-stage model of formative evaluation. This work thus makes two important contributions. First, this research conducts a much-needed in-depth study of game tutorials, which is an area yet to be well-charted in the disciplines of either education or games studies. Secondly, by analyzing the results of the formative evaluation, I conclude that players react favorably to a faded or "just-in-time" instructional strategy-an approach to player scaffolding which showed significantly increased motivation for play, engagement, and play mastery among novice participants. Implications for game design and future research are disc
Garrett Eastman

Adaptive Agent for Player-Specific Fitness and Health Incentives in Mobile Location Bas... - 0 views

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    As the game models player behavior it can use that data to encourage desired behavior, specifically for wellness apps
Garrett Eastman

Tailoring Persuasive Health Games to Gamer Type - 0 views

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    Abstract: "Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior."
Garrett Eastman

A User-Centered Theoretical Framework for Meaningful Gamification - 0 views

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    Abstract: "Gamification is the "use of game design elements in non-game contexts" (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an activity in the non-game context with points and have external rewards for reaching specified point thresholds. One significant problem with this model of gamification is that it can reduce the internal motivation that the user has for the activity, as it replaces internal motivation with external motivation. If, however, the game design elements can be made meaningful to the user through information, then internal motivation can be improved as there is less need to emphasize external rewards. This paper introduces the concept of meaningful gamification through a user-centered exploration of theories behind organismic integration theory, situational relevance, situated motivational affordance, universal design for learning, and player-generated content."
Garrett Eastman

Game AI Revisited - 0 views

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    From the abstract: "Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at di erent levels of control, varying from navigation and path nding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would signi cantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a signi cant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI eld and evidently put the game AI term under a new perspective. These game AI agship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities."
Garrett Eastman

THE IMPACT OF GAME CUSTOMIZATION AND CONTROL MECHANISMS ON RECALL OF INTEGRAL AND PERIP... - 0 views

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    "As marketers invest more and more money into in-game brand placements, little research has tested the effects of videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated importance in other areas of gaming research. Results from an experiment show that game customization significantly increases recall of an integral brand placement-one that is central to actual game play-but not of peripheral brands, which simply appear within the game. Regardless of brand type, players using a traditional controller exhibit significantly greater recall than those who use a newer, more naturally mapping controller. An interaction effect indicates that the influence of controller type disappears when customization is allowed; this effect is not specific to either type of brand. These results are interpreted through models of processing fluency and the limited capacity model of motivated mediated message processing. The article concludes with marketing implications regarding technological videogame advances."
Garrett Eastman

A Game Design Framework for vocational education - 0 views

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    Abstract: "Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner's motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group."
Garrett Eastman

Gamification: State of the Art Definition and Utilization - 0 views

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    Models of game design applied in gamification and prospects for the future
Garrett Eastman

MULTI-STAKEHOLDER SIMULATION AND GAMING ENVIRONMENT FOR A FUTURE RESOURCE ECONOMY IN SPACE - 0 views

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    "The high cost of launching resources from the Earth's surface is a significant barrier to future long- duration human space exploration. A future resource economy in space may allow resource production, processing, storage, and transportation at distributed locations, but will have many stakeholders with var- ied and potentially competing objectives. Simulation games provide a medium for communication and learning richer than papers or linear presentations by combining the technical capabilities of simulation models with human interaction. Building on technology powering military wargames, federated simulation architectures such as HLA-Evolved use independently-developed simulation models connected over a dis- tributed network of computers. This paper presents an approach for developing a multi-player simulation gaming environment where human players take on roles of organizations or government agencies within scenarios designed to address the design and operation of a resource economy in space. The game design addresses the number of players, time advancement, level of abstraction, scenario selection, and other de- cisions based on past simulation games in the domains of military-political, educational, disaster response, and business-management games. Future research will focus on evaluating game executions to analyze human decision-making under various scenarios. Quantitative analysis of decisions using game logs com- bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource economy in space."
Garrett Eastman

UNDERSTANDING PURPOSE AND CIRCUMSTANTIAL CONTEXT IN THE USE OF EDUCATIONAL GAMES: Desi... - 0 views

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    from the abstract: "This thesis identifies the need for an advanced search function which takes into consideration the notions of purpose and contextual circumstance of using educational games in order for such a database to be of greater usefulness for users. This thesis presents a design of such a search function, based on the theories of Purushotma (2005), Pannese and Carlesi (2007), Charsky (2010) and Reinders and Wattana (2011). Furthermore this thesis provides an updated metadata model to support such a search function. In the future the search function could be polished from a usability perspective and further developed to incorporate other types of serious games."
Garrett Eastman

The Virtual Hand: Exploring the Societal Impact of Video Game Industry Business Models - 0 views

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    Application of political economics to the study of video game industry business models
Garrett Eastman

Predicting Video Game Sales Using an Analysis of Internet Message Board Discussions - 0 views

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    "In this study we build and analyze corpora of internet message board discussions and use this analysis to build a model that attempts to predict videogame sales figures. Weekly corpora are built by downloading and processing text consisting of the discussions of a large community focused on the topic of videogames. This text is then analyzed to determine which videogame titles generate the most discussion within the community for each week. We use support vector regression to create a model that is able to make predictions about future sales figures"
Garrett Eastman

An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users - 0 views

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    Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game.
Garrett Eastman

Design of Emergent and Adaptive Virtual Players in a War RTS Game - 0 views

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    "a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games."
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