Abstract: "For over 40 years, researchers investigated utilizing video games for
education. Some of that research focused on the type of pedagogical content to
embed in a game and how to integrate it, while others emphasized how to
preserve the inherent intrinsic motivation in games. One of the many factors that
could affect motivation and learning in video games is the different intrapersonal
elements and attributes of games. In order to test those attributes' effect on
motivation and learning we need to be able to define them and clearly establish a
method for measuring them. The object of this study is to establish a framework
for measuring three of these attributes, Challenge, Control and Goals, based on
user perception. This framework is an initial step to establish a clear metric for
measuring those attributes in five different game genres: First-Person Shooter,
Racing, RPG, Arcade and Sports."
Abstract: "As the video game industry grows, both developers and cre-
ative authors are seeking new ways to convert story content
into scripting code, which is often a difficult process dur-
ing game creation. ScriptEase II provides a solution to this
common bottleneck in the games design process. Although
the goals are similar to the goals of ScriptEase, ScriptEase II
is able to generate code for any game engine with a provided
translator. It utilizes high-level game design patterns such
as cause-effect and quest patterns which can be abstracted
between most games. In addition, ScriptEase II further en-
hances the use of these patterns with a simple drag-and-drop
interface. The generality of the code generation has been
tested using two different game engines, and it can be used
to further test the benefits of using high-level game design
patterns in content creation."
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."
Description in Google Books: "The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation.
This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come. "
Abstract: "In this paper, methods and models for the design of educational interventions and usable systems are presented and synthesized. The purpose is to suplliment the design process with educational considerations and discern design principles for the development of serious STEM games. This synthesis can contribute to the design of the next generation of technologically enhanced learning environments. "
Abstract: "The main goal of this research is to understand how Utrecht's business environment must be developed in order to increase the region's international competiveness in the gaming industry. Utrecht's aim is to specialize in the gaming industry. In this research it is estimated that Utrecht is focused on small digital development game companies. The results indicate that Utrecht's competitive advantages are in its policy intervention, low labor wages and real estate costs, well developed demographical factors and infrastructure compared to the other investigated European cities. However, Utrecht scores below average on the categories of investments, quality of life and human resources. Once Utrecht has a stronger promotional effort in the gaming industry, it enlarges its attraction to draw game companies and to better its international position."
Call for Proposals from the Game Studies area of the Popular Culture Association/American Culture Association National Conference to be held Wednesday, March 27, through Saturday March 30, 2013 in Washington, DC. List of topics is provided.
Abstract: "In this paper we introduce a new class of constructionist learning environments: constructionist
video games. These games blend constructionist design principles with video game norms in such
a way as to remain faithful to both design traditions. Along with presenting a definition for this
type of constructionist environment, we propose two principles for designing constructionist
video games that we see as central to creating successful games of this genre."
Abstract: "In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character's level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs effi-ciently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work."
Abstract: "Phishing is a form of online identity theft, which
attempts to appropriate confidential and sensitive
information such as usernames and passwords from
its victims. To facilitate cyberspace as a secure
environment, phishing education needs to be made
accessible to home computer users and mobile
games enable embedded learning in a natural
environment. Previously, we have introduced a
mobile game design that aimed to enhance
avoidance motivation and behavior to protect
against phishing threats. This paper focuses on a
design that develops the conceptual knowledge that
is necessary to combat phishing threats, home
computer teaching users about phishing emails and
web addresses. The prototype game design is
presented on Google App Inventor Emulator."
A blog by a recent game design graduate features posts about "presence in games," creating levels and other ideas and commentary, also potentially serving as the author's portfolio.
abstract: "Game development is one of the fastest growing
industries today. The demand for popular games is impressive
and the prospects for employment are promising. However,
many recent college graduates do not specialize in this field.
A generic computer science degree is adequate, but it could be
improved with more relevant training. We propose a dedicated
minor that emphasizes software development to prepare students
for future study or employment in the game industry. We
anticipate that this minor will distinguish students from other
recent graduates, increase enrollment, and improve feedback
from existing students."
"A First Course in Game ProgrammingMost of today's commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Gamesprovides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++."