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Garrett Eastman

The Use of Game Dynamics to Enhance Curriculum and Instruction: What Teachers C an Lear... - 0 views

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    Abstract: "This article examines the need for public school educators to adapt a game design mentality when designing secondary level curriculum and instruction . Game design is presented as a tool for improving student learning and suggestions are offered for how educators can incorporate game dynamics such as narrative context, explicit interconnectedness, well - ordered problems, control, choice, customization, and co - design."
Garrett Eastman

Marketing A nalytics for F ree - to - P lay G ames - 0 views

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    Abstract: "This thesis deals with free to play marketing analytics in the light of mobile iOS games. Other platforms will be also discussed as well as mobile marketing aspects such as user acquisition, big data and metrics."
Garrett Eastman

PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
Garrett Eastman

Applying Software Product Lines to Multiplatform Video Games - 0 views

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    Abstract: "In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component - based software product line architecture for a multiplatform vide o game . Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various vid eo game platforms. Then, we designed a variable component - based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight - simulator game and by deriving two versions of the game: a Win dows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features. "
Garrett Eastman

Data Quality In Purposeful Games - 0 views

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    Abstract: "A key problem for crowd - sourced systems is motivating contributions from participants and ensuring the quality of these contributions. Games have been suggested as a motivational approach but there are concerns about data quality , particularly when the data are to be used for scientific research . To address these concerns, w e compare the quality of data obtained from two citizen science games, one a "gamified" version of a species classificatio n task and one a fantasy game that used the classification task only as a way to advance in the game play. Surprisingly, though we did observe cheating in the fantasy game, data quality from the two games was not significantly different . As well, the quali ty of data from short - time contributors was at a usable level. These findings suggest that games can be a useful way to motivate contributions to citizen science projects. "
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
Garrett Eastman

Apps shake up video game industry - 0 views

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    "The swift migration of gamers such as Ingegneri from costly consoles to smartphones and tablets, where games are often free or 99 cents, is causing a tectonic shift in the video game industry that has hit a burgeoning sector of the Massachusetts economy especially hard. Two Massachusetts game makers abruptly closed in October, sales of console-based games are plummeting, and game makers are struggling to resize games designed for large screens so they will perform as well on a smaller window. "
Garrett Eastman

Educational Video Game Design Based on Educational Playability: A Comprehensive and Int... - 0 views

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    Abstract: "Design techniques can have an important effect on how video games teach and players learn. The ability to harness these techniques in the design of educational video game can impact the motivation and engagement of playing and learning by creating more options for players to connect with game content as well as to other players. This article focuses on the design phase of the game development process and highlights the role of some techniques that can be used to design a successful educational video game (guidelines and design patterns). These techniques provide information on good practice and form a basis for evaluating the educational video game quality, acting as useful tools for developers to enhance video game playability. To this end, we have presented a set of guidelines and design patterns in order to provide an acceptable level of playability and, in this way, a better player experiences and learning achievement."
Garrett Eastman

Standing up and falling down: balance as an interface - 0 views

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    Abstract: "This is a paper that details the issues and problems of the process of implementing a surfing experience simulation - a surfing game. The central issue is using a person's sense of balance as the primary interface controller for a game: this paper details the process the project went through in implementing such an interface, as well as a few games which use it, included for demonstration purposes. The motivation for creating this game came from a discussion of how to integrate an active element of sense of balance into a game interface. This paper also briefly discusses the human-computer interaction (HCI) issues of new interfaces, focused on the recent shift in electronic trends away from the "classical" WIMP (windows, icons, menus and pointing device) design, toward forms of HCI which emulate more closely the natural relationship between a human body and its surroundings."
Garrett Eastman

Systematic Review of the Literature on Computer Games for Education - 0 views

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    Abstract: "The CHERMUG project aims to develop a digital game to support students in acquiring methodological and statistical expertise. This deliverable describes a literature review which was carried out to identify papers which describe digital games which aim to teach research methods and statistics. Search terms included varied terms for digital games, terms relevant to the twin goals of games for learning and engagement and terms for methodological and statistical knowledge. Search terms identified 38 papers which were considered relevant. The literature review confirmed that there are relatively few papers describing the use of games for teaching research methods and statistics and even fewer which carried out rigorous evaluations of their success, although several e-learning applications and animations to teach research methods and statistics were identified as well as papers looking at how statistics should be taught."
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

Agile Game Development - 0 views

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    From the introduction: "With the sudden and massive influx of mobile technologies, the need for efficient agile techniques in the video game de- velopment industry has amplified further. With relatively short lifecycles and unique input, size, and performance constraints, as well as dealing with a wide range of device hardware, the industrys development process as a whole has had to adapt in order to survive. We present a subset of these adopted methods and technologies as they pertain to agile development in the video game industry."
Garrett Eastman

Pixelbending: Using nuanced, continuous gestures with off - the - shelf tracking devices - 0 views

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    Abstract: "ideo games and other applications using off - the - shelf tracking devices often take a simple approach to gesture and pose recognition: a recognized gesture is always mapped to the same action . This approach basically turns a gesture into a binary button pre ss and misses much of the nuance implicit in natural gestures. In this paper we explore , in a game design setting , the use of continuous 3D gesture sequences where in attributes of individual gestures, such as speed, direction, etc., combine to influence th e r esult of the sequence as a whole . We present Pixelbending, a game demo built using the Microsoft Kinect and Unreal Developers Kit (UDK) in which the player performs Tai Chi inspired movements to control water. Designed with the goal of creating a fun an d engaging 3D game experience built on a nuanced gesture set, the demo was well received by many players of different ages and sizes. Through the development process we encountered challenges to working with off - the - shelf devices."
Garrett Eastman

Concepts for User Experience Research - 0 views

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    Abstract: "We present concepts of user experience (UX) research and show application areas where UX can be applied. We categorise assessment methods, and present estimation models and metrics of UX. Especially the relations between UX and bio-physiological responses, as well as observations are in the foreground." Includes a section on gamification and game experience.
Garrett Eastman

Effects of Game Design Patterns on Basic Life Support Training Content - 0 views

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    Abstract: "following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design patterns that have been used for learning functions, expected to enhance the learning outcome and user experience. An experimental design has been carried out in order to get insight about effects of individual and combined game patterns in a Basic Life Support course. Based on the according educational objectives, the effects of two different game design patterns relevant for learning (a timer pattern and a score pattern) have been evaluated. This game was prototypically developed targeting the application on the healthcare domain (basic life support). The results show a significant interaction effect of the two patterns on the learning gain, as well as a strong covariate influence of the learners' age."
Garrett Eastman

Gaming in the Classroom: from High School to Higher Ed - 0 views

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    "Gaming has proven to be successful in K12... can it work for undergraduates as well?"
Garrett Eastman

For the Win: How Game Thinking Can Revolutionize Your Business - 0 views

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    "Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking?addressing problems like a game designer?can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more."
Garrett Eastman

At GSN Digital, the focus is on Facebook games - The Boston Globe - 0 views

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    Excerpts from the Innovation Economy blog. Company in Waltham, Mass. developing Facebook and mobile games as well as for its own web site.
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

Sony patent encourages MMO players to meet in real life - 0 views

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    "Meeting new friends through the world of massively multiplayer games is all well and good, but Sony seems to think MMO players need a little bit of help interacting with each other in the real world. They're so concerned about it, in fact, that they've patented a method for "coordinating real-world gatherings to promote online community.""
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