"Sustainability education has become an international imper-
ative due to the rising cost of energy, increasing scarcity of
natural resource and irresponsible environmental practices.
My research seeks to investigate how to build a customiz-
able serious game engine for sustainability called Makahiki.
This work is motivated by the encouraging results of the in-
augural residence hall energy competition at the University
of Hawaii in Fall 2011. Makahiki is intended to provide a
production quality, pluggable component-based open source
game engine and an experimental test bed for game-related
research in the context of sustainability."
"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."
Abstract- "What keeps a player in the game? What makes a game fun? In this paper, we present the results of our studies which may help answer these questions. We will discuss aspects of replayability and the possible existence of ecological effects within our data. Towards a game design methodology, we apply our results by proposing a mapping between core and casual levels in games and replayability aspects. We believe these results can aid software developers produce entertaining games with a long lasting appeal."
The International Serious Play Awards is a recognition program honoring outstanding examples of single player serious game titles that deliver high quality of engagement and measurable training or learning opportunities. Any organization or individual that has created or contracted for a serious game or simulation using commercial off the shelf (COTS) platforms is eligible to enter the International Serious Play Awards Program." Deadline May 31, 2012, June 30, 2012 for student entries
"Ben Bertoli is a longtime Kotaku reader and commenter, a lifetime, dedicated video gamer, and a sixth-grade teacher in Indiana. He reached out to Kotaku this past week to share the story of how he turned his class into a role-playing game"
Video games are for having fun. They're for escaping. They're for pretending to be somebody you're not, for machine-gunning through alien mines or hopping between cartoon chasms. ... But sometimes they're something else.Sometimes, as ten-year-old Dylan Viale has already discovered, video games are for sharing part of your life with somebody you love. "
Introducing high school students to biology concepts via Spore and designing their own science games via Spore Galactic Environment (SGA), over an eight week period with twice a week classroom meetings.
"construction
of a social cues and training demonstrator (a serious game) that enables its users to
improve their social behaviour. In this report, a distinction is made between strong
story and strong autonomy approaches to narrative management. The former rely on
central management of the narrative through drama managers, not giving their agents
much freedom. Inversely, the latter focus on the autonomy of agents, without explicit
top-down control over the narrative. The autonomy of such agents allows an unscripted
narrative to emerge from the user's interaction with the system. The trade-off between
a strict storyline and freedom of action in these approaches is called the narrative
paradox.
It is concluded that a strong autonomy approach can feature social behaviour of
agents more easily than a strong story one, because it is inherent with this approach
that its agents have more complex models. For the demonstrator, some control over the
narrative is required to let its users reach given goals in the created scenarios. Therefore,
our future work will focus on creating a hybrid approach that enables agents to direct
the story autonomously."
"more research and development still needs to be done to set game usability testing methods apart from usability methods used for productivity software or web site development. In this paper, I will detail the history of video games and video game usability, including the qualitative and quantitative importance of the subject; some of the current methods being utilized by game developers to test game usability; and some methods being researched and developed now to impact game usability testing in the future."
Abstract "The increasingly social nature of gaming suggests the importance of understanding the associated experiences, and influence on potential outcomes."
"Never mind that they're now among the most lucrative forms of entertainment in America, video games are juvenile, silly, and intellectually lazy. At least that's what Jonathan Blow thinks. But the game industry's harshest critic is also its most cerebral developer, a maverick bent on changing the way we think about games and storytelling. With his next release, The Witness, Blow may cement his legacy-or end his career. In a multibillion-dollar industry addicted to laser guns and carnivorous aliens, can true art finally flourish?"
"In the space of several years, the Chinese games industry to reverse its market share with regards to Korean
incumbents in China. We analyze the catch-up process that allowed this to happen by separately analyzing the core
constituents of games (design, technology (code), content, and in a broader fashion, elements of the business model) as
layered components."
"As marketers invest more and more money into in-game brand placements, little research has tested the effects of
videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated
importance in other areas of gaming research. Results from an experiment show that game customization significantly increases
recall of an integral brand placement-one that is central to actual game play-but not of peripheral brands, which simply appear
within the game. Regardless of brand type, players using a traditional controller exhibit significantly greater recall than those who
use a newer, more naturally mapping controller. An interaction effect indicates that the influence of controller type disappears
when customization is allowed; this effect is not specific to either type of brand. These results are interpreted through models of
processing fluency and the limited capacity model of motivated mediated message processing. The article concludes with
marketing implications regarding technological videogame advances."