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Garrett Eastman

Why do People Care about the Sea Lion? - A Fishing Game to test Biodiversity Value. - 0 views

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    "Abstract: Previous research proposes that human beings are motivated to protect endangered species by both instrumental values and intrinsic values of biodiversity. However, it has been difficult to tease apart the two kinds of value at the behavioral level. Using an innovative fishing game, we tested one kind of instrumental value (financial value) and one kind of intrinsic value (existence value) of the endangered Steller sea lion. In the fishing game, players make repeated decisions on how much Pollock to harvest for profit in each period in a dynamic ecosystem. The population of the endangered sea lion depends on the population of Pollock, which in turn depends on the harvesting behavior of humans. The data show that in general, people responded to the financial value, but not the existence value, of the sea lion by cutting down commercial fish harvesting to keep more sea lions in the ecosystem. However, not all people behaved the same regarding the existence value. Females displayed a higher existence value than males, as did people who reported stronger proenvironmental attitudes than those with less pro‐environmental attitudes. Our findings have multiple implications on public opinion elicitation and public policy design."
Garrett Eastman

FACTORS AFFECTING INTENT TO PURCHASE VIRTUAL GOODS IN ONLINE GAMES - 0 views

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    "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."
Garrett Eastman

Where have all the games gone? : an exploratory study of digital game preservation - 0 views

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    "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. "
Garrett Eastman

Replayability of Video Games - 0 views

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    "what makes a video game replayable and why exactly the replayability of a game should matter to the companies producing the games and the consumers buying them. Information on replayability is very important to both the companies producing games and the consumers purchasing them. It is necessary for companies to achieve a balance in the amount of replayability a video game possesses. In other words, companies should aim for a certain ―value‖ of game play per dollar. If a game is not replayable, consumers will quickly tire 7 of the game and discard it, as it does not have high replay value. This takes away from the popularity of the game and possible sales from future games in the same series. On the other hand, if the game is too replayable, the consumer may not feel a need to buy any more games and video game companies will be unable to generate a profit. For companies, the value of the game requires a delicate balance to produce a game which will keep players interested long enough for the company to develop a new game before they tire of the game they have, but not too long so that when the company release the new game the buyers are in line waiting for it."
Garrett Eastman

Reification and Real Life Goals as Facilitators of Progression in Digital Games - 0 views

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    from the abstract: "This paper investigates how real life goals may add benefits to games much like when contemporary games offer an alternative of monetary payment, to unlock novel features and facilitate progression in the game. For such an optional currency to be meaningful, there is a need for a discussion on how to determine, assign value of and validate these real life achievements. This paper aims to discuss the use of known activities from social media and ubiquitous gaming to evaluate and describe the value for real life activities and provide a balanced discernible outcome that can be used as an alternative to payment or mundane tasks which has to be performed in order to progress in games."
Garrett Eastman

Team Blockhead Wars: Generating FPS Weapons in a Multiplayer Environment - 0 views

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    Abstract :"We present an attempt at exploring the search space of weapons in team-based multiplayer First-Person Shooters (FPS). At the foundation of the experiment is Team Block- head Wars (TBHW), a game that we developed for the pur- poses of this project. TBHW allows human players to enjoy classic multiplayer FPS gameplay and uses a genetic algo- rithm to continuously generate new weapons. A weapon's genome consists of ten real-valued parameters, which to- gether form a vast search space that includes common FPS weapon tropes. The evaluation function scores weapons on the basis of their use by players. The game also generates 3D meshes to visually represent the generated weapons for easy player recognition. While TBHW is work in progress, preliminary results are encouraging."
Garrett Eastman

Know Your Pixels? - 0 views

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    "browser game using CSS3 metaqueries ...After starting the game it will show you 2 pixel values, the first represents the width, the second one the height. Your task, if you choose to accept, is to resize your browser window as fast as possible to the presented width and height. The background color of the webpage indicates whether you're far off the pixel values or not. Blue means "far off", red means "almost there" and green "you've done it." The countdown in the middle shows how much time is left to resize your window. Depending on what game level you choose you have to be more or less precise and faster with the resizing. "
Garrett Eastman

Blog - Dr. Pamela Rutledge - 0 views

Garrett Eastman

Mary Flanagan: Playing games and finding our humanity - 2 views

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    "Mary Flanagan, a game designer and professor of digital humanities at Dartmouth College... explores the way we represent ourselves in playculture and digital spaces. She is an activist designer who has founded Tiltfactor, a gaming research laboratory at Dartmouth focusing on designs that foster a "joyful commitment to human values." "
Garrett Eastman

Well Played Journal | ETC-Press - 1 views

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    "a Journal on Video Games, Value and Meaning"
Garrett Eastman

Well Played 3.0: Video Games, Value and Meaning | ETC-Press - 0 views

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    "this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. "
Garrett Eastman

Defining Gamification - A Service Marketing Perspective - 0 views

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    "During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap."
Garrett Eastman

A Conceptual Design of Multi-Agent based Personal Quiz Game - 0 views

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    Abstract: "In recent years, there has been a dramatic proliferation of research concerned with game based learning and intelligent system s . Although the intelligent agent bas ed system has existed for many years, only recently its surge of mainstream popularity motivated researchers to acknowledge its educational value. With the increasing usage of game based learning, reliability requirements for intelligent system s or multi - a gent system s have become more critical. Quiz game is one of the game types which is easy to develop and not restrict ed by any specific subject and any people . And the m ulti - agent based system is flexible and saving resource . Hence we integrate the quiz gam e into multi - agent system s , we called it m ulti - agent based quiz game and also d evelop a framework to build personalized assessment game . For the instructor, they can understand student's playing situation and experience . For the students, they have p ersona lized assessment game . In this paper, we proposed a framewor k of multi - agent based Quiz - MASter , and describe each service from each agent briefly."
Garrett Eastman

Mobile phone apps/games and its effect on the market - 0 views

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    Abstract: "The advantage of using app verses tradition browsing on mobile devices in the market can improve communication with customer. Allowing more creative way to promote brand and advertise to the growing crowd of mobile ecommerce. Mobile apps will be a great tool to simplify the customer‟s path to products that they value in the future as mobile market grows larger and more complex. Organizations that fail to see and act on the potential of the growing mobile market will get left behind. Additionally those that can simplify mobile commerce, making commerce more interactive with less hassle, give customer the experience they want, more secure, and put all that in the palm of a customer‟s hand will be able to ride the trend to success."
Garrett Eastman

Hipsters, Trendies and Rebels: If Fun is Cool, is Game Design Cool Design? - 0 views

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    "we can highlight the relationships between the different motivational and value aspects associated with cool products. By understanding these factors, we can better design for cool,"
Garrett Eastman

Interdisciplinary game projects: opening the Graphics (back) door with the soft skills key - 0 views

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    Value of computer game design and serious games courses for all computer students
Garrett Eastman

User-Centered Research in the Early Stages of a Learning Game - 0 views

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    "Games offer a compelling medium for learning. However, designing a successful learning game that features engagement alongside its educational objectives is a craft that is still underway. Our research adapts a user-centered approach toward designing a game that will teach children conflict resolution skills. By involving users of the game, namely teachers and students, in the design process we reveal new considerations for how to create convincing narratives of conflict, sustain children's engagement and gain teachers' support. At the same time, our work highlights the challenges facing researchers in this domain who must balance users' values, needs and expectations with the game's learning objectives."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Roland Jarvis

The PA Report - Going broke with success: how an app with 200,000 downloads led to deve... - 0 views

    • Roland Jarvis
       
      This is a good point.  Many Apps or Mobile games are set up to pay this way.  What is the happy medium that will allow the developer to be paid and grant the player a good value for their money?
Garrett Eastman

Dynamically Adapting Training Systems Based on User Interactions - 0 views

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    "Game-based simulation systems are increasingly being used to train users in several applications across government, in- dustry, and academia. Designing game-based training sys- tems that can measurably improve learning while providing an engaging training experience is a challenging problem. In this paper, we describe a novel framework that tightly inte- grates game-based training systems with instructional com- ponents using data analysis to address this problem. Intelli- gent training systems based on this framework dynamically adapt both the training and the instructional components to measurably improve learning in play sessions. We propose a three phase approach to automatically identify points in a play session to predict high-value future scenarios, validate predictions, and prescribe actions. A case study using the KDD Cup 2010 educational data set is described illustrating the e®ectiveness of the proposed approach."
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