"In this paper we will discuss how positive psychology can contribute to the design of digital games and in particular training applications like Serious Games. While digital games have been known for their ability to deeply immerse users, stimulate the senses and tap into a broad range of emotions, it has proven rather challenging to use them as a vehicle for pedagogy. Relevant research is still at its infancy and many of the mechanisms that foster knowledge creation and enhance learning need to be mapped out before scripted in the game. The theory of psychological flow and the role of positive emotions in broadening people's thought-action repertoires bring some practical insights and pave the path for tackling some important de-sign questions. Yet there are still major challenges and uncharted waters to be explored in order for the technology to deliver what has been promised."
From the abstract: "The proposed methodology aims to
study the viability
of using a game that recreates a fire drill in a 3D
environment using Serious Games. The information
acquired through the player's performance
is very
valuable and will be later used
to implement an artificial
population. A sample of 20
subjects was selected to test
the application.
Preliminary
results are promising,
showing that the exercise had a positive impact on
users. Moreover, the data acquired
is of great important
and will be later
used to demonstrate the possibility of
creating
an artificial population based on human
behaviour."
Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline.
Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."
"This paper investigates aspects of learning in museums through mobile
games, i.e games that are played usually by groups of players, using
mobile devices that allow interaction with the space and the exhibits and
physical mobility of the players. It is argued that playing these games
(which usually follow the pattern of scavenger hunt or role playing narratives),
results in visitor engagement, motivation and knowledge about
museum exhibits. Despite of these positive aspects, it has been observed
that learning remains at the level of transfer of factual information about
the exhibits. It is argued that in order to enrich the learning experience of
game play we need to also involve the visitors in the process of designing
mobile games for the museum."
Abstract: "A game genre as diverse as that of computer role
-
playing games is
difficult to overview. This
poses challenges
or both developers
and researchers to position their work clearly within the genre.
We present an overview of the genre based on clusterin
g games
with similar gameplay features
. This allows
a tracing of relations
between subgenres through their gameplay
,
and
connecting
this
to
concrete game examples. The analysis was done through using
gameplay design patterns to identify gameplay features a
nd
focused upon the combat systems in the games
.
The resulting
cluster structure makes use of 321 patterns to create
37
different
subgenre classifications
based solely on gameplay features
. In
addition to the clusters,
we identify
four categories of patter
ns that
help designers and researchers understand the combat systems in
computer role
-
playing games"
Abstract: "Obesity has become an outstanding public health issue in most
countries around the world. Many attempts have been made to address
this issue that ranges from taking medication to doing exercise to follow-
ing a diet plan to playing games. Few approaches combine exercise and
game to engage the obese people in playing fun-based games or pur-
poseful games, also known as serious games, while monitoring their bio-
signals. However, existing work hardly provides a configurable, scalable
and context-aware serious game framework that can be used as a sup-
port for obesity treatment. In this paper, we take an attempt to propose
such a framework. The proposed framework facilitates bio-signal monitor-
ing based on body sensor network, context-awareness based on perva-
sive sensors, and on-the-spot activity recommendation based on current
game-playing context. It uses the cloud computing platform as infrastruc-
tural support that ensures the scalability of the framework. In order to
demonstrate the suitability of the proposed framework, we developed a
sample serious game; deploy it over a cloud platform; and experiment
with it by capturing some psycho-physical data while the obese are en-
gaged in game-play. We observed that the obese people were very much
engaged in game-play and they had positive experience using the system"
Abstract: "Out of the recent popularity of downloadable contents (DLC)
among video game manufac-
turers has resurfaced the issue of versioning of informatio
n goods. The central idea behind
the zero-day DLC strategy is that consumers who find the base v
ersion of a game to be suffi-
ciently attractive would pay a premium to upgrade by purchas
ing such a DLC. In this work,
we combine the literature on versioning with that on product
sampling to model the impact
of consumer learning on the product-line strategy of a game m
anufacturer. In doing so, we
demonstrate that a manufacturer's desire to vertically diff
erentiate could actually stem from a
horizontal separation among consumers. When consumers diff
er in their perception of the fit
between their tastes and the features of the product, horizo
ntal differentiation seems a natural
choice. However, if the manufacturer is unable to classify p
otential consumers into groups with
distinct tastes, horizontal differentiation becomes impra
ctical. We find that, interestingly, this
inability to differentiate horizontally does not limit the m
anufacturer from vertically positioning
its product line. We characterize the conditions under whic
h the DLC strategy is effective and
discuss how it affects consumer and social welfare. Our resul
ts also have obvious implications
in markets for other digital experience goods."
"Abstract
The eective 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 classication. 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 specic 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 classication sys-
tem for GWAPs, adress several design issues recurring in
GWAPs and present new design patterns to solve them"
Abstract: "Intelligent Tutoring Systems (ITSs) have begun to develop
hybrid systems that balance the learning benefits of ITSs
with the motivational benefits of games. iSTART-ME
(Motivationally Enhanced) is a new game-based learning
environment developed on top of an existing ITS for
reading comprehension (iSTART). In an 11 session labbased
study, 40 high school students interacted with the full
iSTART-ME system and completed comprehension
measures at multiple time points (pretest, posttest, retention,
and transfer). The current work examined students'
comprehension outcomes and how they were related to
performance within three integrated practice methods:
Coached Practice (non-game), Showdown (game-based),
and Map Conquest (game-based). Results indicate that
performance within the game-based practice environments
was positively related to comprehension outcomes, whereas
performance within the non-game environment had no
relation to subsequent comprehension measures."
Abstract: "Cinematography is a key aspect in the development of mod-
ern computer games. The quality of the visuals depends, not
only on the accuracy of the rendering, but on the way that
the scene is presented to the player. Which element should
be included in the frame, from which point of view and in
which positions are all aspects that have been widely stud-
ied in classical cinematography. However, it is still unclear
how the principles developed for the lm medium are ap-
plicable to an interactive medium such as computer games.
This article presents a study, which explores the interplay
between cinematography and player experience. The results
of the experiment demonstrate the existence of an impact of
the cinematographic behaviour of camera on both player's
aect and her in-game behaviour. Furthermore, this impact
is dependent on the game mechanics highlighting once more
the dierence between classic cinematography and game cin-
ematography"
Abstract: "Location-based mobile gaming
combines gameplay with physical ac
tivity. We have developed a game, O-
Mopsi, based on the concept of orienteering, which can
be played on mobile phones with GPS receiver and
Internet connection. In order to complete a game, a play
er must visit a set of targets that are photos chosen
from a user-generated geotagged database. Game crea
tion, management and live tracking can be done using
a web interface. The game was presented at an annual
international festival whic
h is aimed at introducing
science and technology to school children and the overa
ll feedback received from the players was positive. "
From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Abstract: "People experience emotions when playing videogames. It can be argued that these emotions are their main reason for playing. In this
paper, we investigate whether colors can be used in videogames to elicit specific emotions. We ran an experiment with a videogame in which
four different colors, associated with four specific emotions, were used in four different conditions (in this case, four different rooms in the
game). After each condition we measured the players' emotional responses by means of a Self-Assessment Manikin (SAM) questionnaire. Our
analysis revealed that the color red evoked a highly-aroused, negative emotional response, while the color yellow evoked a positive emotional
response. These results were significantly different from the emotional responses measured for other colors. Furthermore, we found that
inexperienced players showed much more explicit reactions to colors than experienced players. We conclude that the use of colors is a suitable
method for game designers to elicit specific emotional responses from the players, in particular from novice players."
abstract: "Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs."
"As the third annual video gaming PAX East expo wrapped up its final day at the Boston Convention and Exhibition Center yesterday, the president of its producer, Penny Arcade, said the event "has taken over the city like never before."
Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
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."
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].