Abstract: "The rising acceptance of Virtual Learning Environments (VLE) in the e-
Learning field poses new challenges such as producing student-centered courses which can
be automatically tailored to each student's needs. For this purpose digital games can be
used, taking advantage of their flexibility (good video games always try to adapt to different
players) and capabilities to stealthily track players' activity, either for producing an accurate
user model or enhancing the overall assessment capabilities of the system. In this chapter
we discuss the integration of digital games in Virtual Learning Environments and the need of
standards that allow the interoperable communication of games and VLE. We also present a
middle-ware architecture to integrate video games in VLEs that addresses the technical
barriers posed by the integration. We present a case study with the implementation of the
architecture in the game authoring platform, along with three examples of
video game integration in educational settings"
Otis report study from 2007-2010 does note "
Digital media, including software publishing and video game design and production, had robust earnings gains, with payrolls in the two counties up by a third, to $1.33 billion," although number employed actually declined
From the abstract: Recent studies show that the second generation of migrants is not adequately integrated
into mainstream society but tends to segregate into secluded segments. 'Internet Use and
Friendship Structures of young migrants in Vienna: a Question of Diversity within Social
Networks and Online Social Games'1 is a transdisciplinary2 research project with the
objective to create a serious music-based online social game, which firstly is intended to
be a positive impact game with the purpose of furthering integration and encouraging the
manifestation of meaningful multiethnic relations. Secondly, the game shall make social
interaction observable for evaluation. This paper gives an overview of which
methodological approaches can be combined in the phases of the game's design process
and shows how the mutual embedding of game design researchers and social scientists
works in this context."
Responding to research showing most players replace game soundracks with their own musical selection and miss game cues, software named Harmonious is introduced to improve such substitutions
"Many games and consoles today allow for a player to substitute a personal music playlist into the video game. We examined the influence that a player's choice of music has on the player's experience in one particular game, Fallout 3: Operation Anchorage. "
"What are the appropriate curriculum competencies for a secondary level Game Art and Design curriculum for technology education in the United States? There was an absence of research related to gaming education in the secondary level classroom, particularly in the field of technology education. This research strove to alleviate any impediments, while establishing curriculum competencies for a secondary Game Art and Design course framework."