Links to press release, summary results and press coverage of Mass DiGi's survey of Massachusetts game companies documenting exceptional industry growth
"Game design and development programs often include a final project or capstone course
as a means of assessing the cumulative theory, processes and techniques learned by
students through the program or department's curriculum. While these courses are
prevalent in programs around the world, there has yet to be a study of how, why, and to
what end these courses are designed and run. We review the literature on capstone
courses, discuss the findings of a long-form survey administered in early 2011, and
propose a set of framing questions for the design and implementation of capstone
courses. Survey findings include common goals of capstone courses, make-up of faculty
teaching these courses, the support obtained and desired for the courses, the technologies
used to create capstone projects, the methods of project management used in the courses
and the expectations of faculty teaching the courses. These results can serve as a baseline
for faculty and administrators looking to develop or improve their game design and
development curricula."
Discloses some striking findings from Mass DiGi's survey of Massachusetts game companies last summer, specifically that employment in the industry increased 78% over a three year period and that "nearly forty percent" of survey respondents indicated an intention to increase employment.
Abstract: "Abstract-In computer games and simulations, content is often
rather static and rigid. As a result, its prescripted nature can lead
to predictable and impersonal gameplay, while alienating unconventional
players. Adaptivity in games has therefore been recently
proposed to overcome these shortcomings and make games more
challenging and appealing. In this paper, we survey present research
on game adaptivity, identifying, and discussing the main
challenges, and pointing out some of the most promising directions
ahead.We first survey the purposes of adaptivity, as the principles
that could steer an adaptation and generation engine. From this
perspective, we proceed to thoroughly discuss adaptivity's targets
and methods. Current advances and successes in this emerging
field point to many yet unexplored research opportunities. Among
them, we discuss the use of gameplay expectations, learning preferences,
and assessment data in the integrated adaptation of game
worlds, scenarios, and quests. We conclude that, among other
methods, procedural content generation and semantic modeling
can powerfully combine to create offline customized content and
online adjustments to game worlds, scenarios, and quests. These
and other promising methods, deserving ample research efforts,
can therefore, be expected to significantly contribute towards
making games and simulations even more unpredictable, effective,
and fun."
Abstract: "This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team's work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a survey about game design documentation and communication sent out to game developers and game design students."
Abstract: "The Global Game Jam provides a unique opportunity to
study time-constrained game development at a massive scale.
We administered a free-response survey to 2013 Global Game
Jam participants about their game development process.
Categorized responses show: (a) participants use diverse in-
spirations; (b) set goals for their personal benet, the im-
pact on game players, and structure of the game system; (c)
rarely employ traditional prototyping; and (d) evolve their
games by scoping down many ideas, grounding a vague idea
through implementation, and iteratively expanding a sim-
ple core game. We discuss next steps to gain more in-depth
information about design processes"
Abstract: "In
this study, we device a digital game, which possessed scientific and fun, base on the conception of insects
(DGBI), then can use it to test elementary school student's conception about insect. The DGBI materials
creating pattern use as the ADDIE model. First step is to analyze the DGBI materials. We analyze student's
alternative conceptions of insect and what the teaching staff needs to teach in the section of insect,
and then we develop three teaching units, namely the ―Bugs Adventure‖, ―Legs and Wings "and"
Mouthparts and feeding habits‖. Second, design the DGBI. Making DGBI has a clear teaching aim,
multi-learning strategy like conception puzzle, computer simulation and conception mapping etc, an artistic
and convenient operating media interface and a learning content that is easy to understand by the
words and video in the DGBI materials. Third, develop the DGBI. Developing DGBI includes making
animation component and composing animation component, these animation components makes 94.4% of
students prefer to use DGBI materials to learn the conceptions of insect, especially the constructional detail
magnify function and interactive game design in the teaching materials increase the student's learning
interest. Forth, implement DGBI. We invite Two national college professors and four senior science
teachers to use DGBI, and then we interview them to collect the testing amendments, and corrected
it.Fifth, evaluate DGBI. We use quasi-experiment design and questionnaire survey to evaluate DGBI. In
the quasi-experiment design, we select 111 students for four classes in an elementary school in New
Taipei City and ask them to use DGBI, and then we tested them by the ―Insects Conceptions test‖. We
found that after using the DGBI materials, the student's post-test scores (13.64) is higher than the pre-test
scores (7.55), and there are significant differences (t = 16.47,p = .00)and helps the student to establish the
correct concept of insect
Abstract: "How much time will a player spend in an interactive scene? For
the majority of game scenarios this is impossible to predict. Therefore,
their musical accompaniment is usually disposed to continuously
loop until player interaction triggers a change. This approach
involves an existential danger: Sooner or later the player
becomes aware of the repetitive character of the ambience design;
the game scenario emerges as a mere mechanical arrangement and
loses much of its integrity.
In this survey paper we systematize and discuss the common approaches
to conceal musical repetition. Furthermore, we complement
them by a number of approaches that incorporate arrangement
techniques, aspects of expressive music performance, and generative
variation methods that work actively against repetitiveness."
"Online games increasingly sell virtual goods to generate real income. As a result, it is
increasingly important to identify factors and theory of consumption values that affect intent to
purchase virtual goods in online games. However, very little research has been devoted to the
topic. This study is an empirical investigation of the factors and theory of consumption values
that affect intent to purchase virtual goods in online games. The study determines the effects of
game type, satisfaction with the game, identification with the character, and theory of
consumption values on intent to purchase virtual goods. The study used a survey to collect
information from 523 virtual game users. Study results showed that game type is a moderating
variable that affects intent to purchase virtual goods. And it demonstrated that role-playing game
users are affected by theory of consumption values: functional quality, playfulness, and social
relationship support. Moreover, war-strategy game users are affected by satisfaction with the
game, identification with the character, and theory of consumption values: price, utility, and
playfulness. The study also presents conclusions, proposes applications, and describes
opportunities for further research."
Abstract: "Scalability, fast response time, and low cost are of utmost importance in designing a successful massively multiplayer online
game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, due to their
distributed and collaborative nature, have low infrastructure costs and can achieve high scalability. They can also achieve
fast response times by creating direct connections between players. However, these architectures face many challenges.
Distributing a game among peers makes maintaining control over the game more complex. Peer-to-peer architectures also tend
to be vulnerable to churn and cheating. Moreover, different genres of games have different requirements that should be met by
the underlying architecture, rendering the task of designing a general purpose architecture harder. Many peer-to-peer gaming
solutions have been proposed that utilize a range of techniques while using somewhat different and confusing terminologies.
This paper presents a comprehensive overview of current peer-to-peer solutions for massively multiplayer games using a
uniform terminology"
Abstract: "Our study was carried out in order to improve our understanding of the relationship
between 3D audio and video, and user experience in video games. In order to determine the best
way to attempt to measure these effects, we researched several methods of 3D
video and 3D
audio delivery. We decided to use two different games to gauge the effectiveness of 3D video,
Mario Kart 7 and Crysis 2. Due to a small sample size, we were unable to conclude strongly in
either way about many of the factors we believed that 3
D video and audio would effect, but were
able to see an increase in enjoyment and perceived ability from our surveys."
From the abstract: "As educators struggle to motivate the learners in their classroom, games provide a
great opportunity to enrich the education curriculum. The use of games for this
purpose
is the primary goal of the growing
s
erious
g
ames field.
ParabolaX
is a s
erious
g
ame
designed to teach principles of quadratic functions
[1]
.
ParabolaX
was developed with
two gameplay versions: full and basic. The basic
version eliminated many game
features.
Leaners
played
ParabolaX
during a single classroom session and took
surveys before and after they played.
Lea
r
ner
scores on quadratic problems
before
playing
were not significantly different
than scores
after playing
ParabolaX
,
t
(65)
=
-
0.486,
p
=
0.629
.
Lea
r
ners
that
played the full version that included all game
like features did not show significantly different engagement
indicators
than those who
played the basic version.
Learner
engagement did not d
iffer based on gender or prior
experience playing digital games.
76.1% of learners playing the full version agreed that
ParabolaX
helped them understand quadratic functions compared to only 50% of
those
who played
the basic version."
Abstract: "Application domains for Computational Creativity projects
range from musical composition to recipe design, but despite
all of these systems having computational methods in com-
mon, we are aware of no projects to date that focus on pro-
gram code as the created artefact. We present the Mechanic
Miner tool for inventing new concepts for videogame inter-
action which works by inspecting, modifying and executing
code. We describe the system in detail and report on an eval-
uation based on a large survey of people playing games using
content it produced. We use this to raise issues regarding the
assessment of code as a created artefact and to discuss future
directions for Computational Creativity research."
Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
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."
"The goal of this Interactive Qualifying Project is to examine game art's influence on people and its aesthetic implication. The video game industry was brought to its prosperity by improvement in technology and the introduction of digital medias. It has developed to be a source of communication from one generation to the next. Game art is a prominent representation of digital art, an art form made possible by current technology. This report discusses how much game art has evolved over the years and how similar game art have or have not become."