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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

An Overview of Networking Infrastructure for Massively Multiplayer Online Games - 0 views

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    From the abstract: "n the last decade the popularity of MMOGs has exploded. Unfortunately, the demand has far outweighed the resources commercial game providers can provide. Many MMOGs are suffering from scalability issues, resulting in game world partitioni ng, service down time and server crashes. The centralized server architecture of most modern day MMOGs is unable to cope with this increase in the number of participating players. Hence, there is a need for a scalable network architecture which can support these large number of players without affecting the overall gaming experience for each player. In this paper, we provide a review on the existing networking infrastructure solutions for MMOGs. This includes description and comparison of different im plementation techniques for the deployment of massive multiplayer on-line games, which work as a client/server and peer-to-peer paradigms. "
Garrett Eastman

Demon Dissension - 0 views

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    abstract: "Demon Dissension provides a strategic twist on the traditional fighting game experience to players and showcases co mplex game logic, networking, and fighting game design principles. Built entirely in the Unity engine and programmed in C#, Demon Dissension pits two players against one another in a battle for glory, challenging them to not only fight against the charact er in game, but the strategies being employed by the actual opponent . A team of two artists and two programmers took four terms to create a deep multiplayer battle experience." Becker student Breeze Grigas participated in this project.
Garrett Eastman

Acclimating Students To College Campus Utilizing G ame s - 0 views

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    Using a video game to orient incoming students to college offices and services and improve the game as a result of participant feedback.
Garrett Eastman

THE CONSTRUCTION OF AN ONLINE COMPETITIVE GAME-BASED LEARNING SYSTEM FOR JUNIOR HIGH SC... - 0 views

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    Abstract: "The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and feedback mechanism are taken into consideration while constructing the system. The system contains screens of Log-in, Game lobby, Waiting room, Player's room, Question & Answer, and Scoring. After the system was established, it was implemented in a 10 week teaching experiment. A total of 35 junior high school students participated in this teaching experiment. Both pre-test and post-test were administered and analyzed. A 5-point Likert scale questionnaire, containing domains of system operation, learning effectiveness, competition and incentive, and training room learning was also included to assess user's satisfaction. Descriptive analysis and independent t test were used to analyze the collected data. The findings of the study show that most students are satisfied with the four domains of the freeware constructed online competitive game-based learning system. Meanwhile, the online competitive game-based learning system is effective for junior high school students' learning."
Garrett Eastman

LEAGE: LEArning Games for older Europeans - 0 views

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    A two year project, now in its second year, "o motivate elders to participate in lifelong learning activities by transforming learning and education activities into games." The site map provides links to a number of sections on game design and development and related conferences
Garrett Eastman

Tellart: Games for Health - 0 views

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    "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."
Garrett Eastman

The Ritual Model: How to Use the Mechanics of Ritual to Create Meaningful Games - 0 views

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    "For millennia, humans have participated in rituals in order to experience meaning and purpose in life. With the rise of digital games as a form of media, designers are increasing seeking to use games to provide meaningful experiences - the kind of experiences provided by rituals. This project, Farosia, explores the mechanisms by which rituals convey meaning, and presents a detailed framework for how to incorporate ritual into interactive experience design. The project consists of several small game prototypes, each intended to emphasis different aspects of ritual. By developing and playtesting these prototypes, we were able to determine how to implement these ritual modes within digital experiences, and how to use them to create a more meaningful experience to the user."
Garrett Eastman

What makes a video game fun: An investigation into the expectations of playing First Pe... - 0 views

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    Abstract: "Through the use of an online discussion, this study collected the detailed perspectives of 29 'hardcore' and 'casual' gamers, regarding the topic of FPS video games. It investigates what the gamers want in a FPS by means of an online discussion which builds on the benefits of both ethnography and focus group methodologies. Since the study's main goal was exploratory, a qualitative approach was considered the most appropriate; in addition to this, the method used to collect the data was done within a grounded theory framework. This study finds that, though graphics have historically been a major factor in driving the success of a FPS video game, this is no longer the case. Gamers expect there to be a balance between the different components, with a more holistic gaming experience desired, and that too much focus on one component at the expense of another will result in an unsatisfactory video game experience. This can be seen in comments given by the participants indicating too much emphasis of the graphics quality in a FPS and not enough on story or the multiplayer aspects results in a video game which is neither fun nor praiseworthy. The latter is perceived significant as with such an oversaturation in the video game market, developers rely heavily on positive word of mouth to advertise their games. This study's main goal was to develop a better understanding of the expectations of gamers regarding FPS; in doing so, it has laid out the basis for producing a 'magic formula' for a great FPS video game. It has also highlighted several other areas which need further investigation in order to better understand the behavioural motives and actions of gamers from both 'hardcore' and 'casual' communities."
Garrett Eastman

MIT Sloan Business and Gaming Conference to Spotlight Best Business Practices Underlyin... - 0 views

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    CAMBRIDGE, MA, Mar 22, 2012 (MARKETWIRE via COMTEX) -- "The gaming industry is a harsh environment in which to start and to grow a business. It's risky, hits-driven, and traditionally receives minimal support from governments, banks, incubators, and most modern institutions devoted to nurturing new companies. How then does one survive and, ultimately, thrive? Thursday, April 5, 2012, the 4th Annual MIT Sloan Business and Gaming (BiG) Conference will gather industry insiders, independent developers, gaming enthusiasts, venture capitalists, attorneys, academics, and students from across MIT and other top-tier colleges for a day-long exploration into the business side of the gaming industry." MIT BiG is being held on the MIT Sloan campus in Cambridge, MA the day before PAX East -- one of the country's largest events celebrating gaming culture -- which takes place in Boston, making it convenient for participants to attend both conferences.
Garrett Eastman

Towards a Serious Games Evacuation Simulator - 0 views

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    "The evacuation of complex buildings is a challenge under any circumstances. Fire drills are a way of training and validating evacuation plans. However, sometimes these plans are not taken seriously by their participants. It is also difficult to have the financial and time resources required. In this scenario, serious games can be used as a tool for training, planning and evaluating emergency plans. In this paper a prototype of a serious games evacuation simulator is presented. To make the environment as realistic as possible, 3D models were made using Blender and loaded onto Unity3D, a popular game engine. This framework provided us with the appropriate simulation environment. Some experiences were made and results show that this tool has potential for practitioners and planners to use it for training building occupants."
Garrett Eastman

MAPPING BETWEEN REHABILITATION REQUIREMENTS AND GAME DESIGN PATTERNS IN A GAME FOR PHYS... - 1 views

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    Abstract: "The development of serious games, requires the participation and collaboration of several disciplines; as in the following thesis, showing the collaboration between physiotherapists and developers. Obviously good collaboration and understanding requires a tool that allows passage of information from one discipline to another. One example of such a tool is the concept of patterns. The concept has been adopted in many communities, one of which is game design where they have been called game design patterns, to offer the same advantages with additional benefits. In the following thesis we use game design patterns in order to translate the requirements of physiotherapists into a serious game. Or more precisely, the aim is to satisfy the requirements of physiotherapists as movements, motivation, and other features and map them into patterns and translate them in a serious game. The validation of the mapping was carried out in three different ways: with the physiotherapists, patients, and finally with game designers. The work carried out, shows an example of how game design patterns can be used to satisfy the requirements of physiotherapists in a game for rehabilitation."
Garrett Eastman

Nation's libraries celebrate largest National Gaming Day ever - 0 views

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    More than 760 US libraries and 27,000 participants
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

Participatory Game Design to Engage a Digitally Excluded Community - 0 views

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    "using a Participatory Design of a Location Based Game (LBG) developed as part of a project to connect young people (11-19 years old) in Lancaster and Manchester by exploring issues surrounding place and their sense of belonging within their community. Both these communities were chosen, as they are representative of particular socio-economic conditions that have led them to be considered digitally excluded. The results highlight issues researchers face when working with such a group and the importance of building trust and being sensitive to the lives of the participants."
Garrett Eastman

Designing Digital Games to Teach Road Safety: A Study of Graduate Students' Experiences - 0 views

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    Abstract: "In this paper, the researchers use an educational technology and instructional design framework to explore key aspects of game design used by educators and university students to teach road safety rules in general. The use of a framework is inspired by the game design literature and graduate students' prior domain experience in their respective fields of teaching. The study also looks at whether student-collaborated game design can lead to more effective learning and/or teaching constructs. Finally, the study explores the steps involved in game design and development, and through student interviews the researchers explain how collaboration plays a major role. To evaluate the proposed framework, a study was conducted with the participation of 6 graduate students using four phases: brainstorming, design, prototyping, and implementation. The students were then interviewed on their goal setting and design methodologies and shared their perspectives on whether these games provided a more creative setting for road safety learning. The study indicated that the proposed framework may simplify the game design process with effective and efficient collaborative design sessions in an educational setting."
Garrett Eastman

Killing for Girls: Predation Play and Female Empowerment - 0 views

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    Abstract: "Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive-have historically been the purview of male players. Females, though now much more involved in digital games than before, are generally encouraged to play games that stress traditionally feminine values such as socializing with others, shopping and nurturing. This paper argues that playing games that virtually simulate predation (which is true of most violent videogames) has many benefits for female players. Predation play teaches participants how to survive and excel in stressful, competitive, aggressive environments. To remain in the game, players have to sharpen their wits, learn to face fear, accept challenges and come back from defeat to play again. Negative effects are also discussed."
Garrett Eastman

Game Closure Announces $12 Million in Series A Financing Led by Highland Capital Partners - 0 views

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    MOUNTAIN VIEW, Calif., Feb. 27, 2012 /PRNewswire/ -- Game Closure today announced a Series A financing round of $12 million to fund its advanced HTML5-based cross-platform game technology. The round was led by Highland Capital Partners, with Greylock, Benchmark, General Catalyst, and Charles River Ventures also participating.
Garrett Eastman

Creation of a Game-Based Digital Layer for Increased Museum Engagement among Digital Na... - 0 views

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    "The combined hardships of economic downturn and a target audience that is increasingly defined by their affinity for active participation in their surroundings have left many nonprofit museums struggling to remain relevant in the 21st Century. We have partnered with Discovery Place, a hands-on science museum in Charlotte, North Carolina in order to create an easy-to-integrate software solution to help them better engage their audience. Our project is the creation of a three-part digital layer to increase museum engagement for all visitors, but particularly those considered digital natives. We have created two systems to be implemented in the museum, one to appeal to traditional visitors and one to better engage large groups of students. In the future, these two systems will be tied to an online meta-game to complete our digital layer by bringing the enhanced museum experience home for visitors."
Garrett Eastman

Philosophy of Universal Games Design - 1 views

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    Abstract: "The philosophy of information is the area of research that studies conceptual issues arising at the intersection of computer science, information technology and philosophy. Universal design is a concept that emphasizes the importance of non-specialized features in things and environments. As participation in gaming increases around the world and across a larger part of the population, the path towards achieving universal design and change of attitude in our mind is clear but requires that we think globally and frame the issues a little differently. This article aims to see universal design concept; its principles, uses, design processes, from a philosophical view point in terms of games design. It concludes by arguing that universal design of games is not a style but an attitude of accepting the difference and responsibility of ours and also proposes what needs to be done for upholding universal game design concept. "
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