the creator of JSJoust reviews game studies and literature and offers a concept in contrast to "rule-base" games, "idea of game as alibi - as a culturally-recognized excuse to "act
out" and play the fool."
"paper discusses the question of how game designers
can keep their games fair when adding collaborative content
and rewards. The paper presents findings from World of
Warcraft in-game chat transcripts and data gathered through
an online survey that was placed online for approximately 9
months during 2010. From the chat transcripts, we find that
players sometimes do abuse mechanisms for collaborative
content, which displeases the other players involved. We
also find that players believe that there needs to be some
kind of sanctioning mechanism to players that abuse
grouping mechanisms. Finally we present suggestions to
game designers on how to create sanctioning mechanisms
based on human cooperation research."
"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."
"Video recordings of 19 play sessions in home environments generated the
empirical data. The study comprises 39 players in groups of two or three, aged 10 to 14, as
they were playing The Sims or The Sims 2 for one hour. The theoretical tools in the analysis
were assembled within a sociocultural perspective on learning and communication, and also
by using Vygotsky's ideas on fantasy and creativity and Goffman's ideas on social
interaction. ....
"MACHS, a
platform for the generation of serious games, i.e. courses in
3D environments for machine-tool training. The platform
consists of two applications: an easy-to-use authoring tool
for editing the courses and a 3D simulator for running them."
"we look into various research papers that has used computer games as a tool in teaching introductory CS to students. The challenge here now is "how to design a successful CS educational game?" Different research in this area are conducted to discover the factors that make a lovable educational CS game that is easily adapted by new CS students, while being helpful for learning the course related contents."
A patent application describing "display devices visible to a limited number of players," that could even be "worn on the forearm," for strategic games
"This action research study investigated whether the combination of the appreciative learning approach as
a pedagogical strategy and computer game development as a technological tool enhances student
creativity in terms of the products produced. The study consisted of three phases. Phase I used an
experimental design with randomized subjects and a control group to investigate the effectiveness of the
combination of appreciative learning and computer game development for creativity enhancement.
Phases II and III used a one-group pretest-posttest experimental design for the treatment group only.
Subjects of the study consisted of 13 and 14-year-old students. Product creativity was evaluated through
the Computer Game Assessment Inventory (COMGAIN). Findings in Phase I indicated that the treatment
group produced more creative products than the control group. Improvements in the implementation of
the appreciative learning approach and computer game development increased product creativity levels
in Phases II and III. Thus, this study provides evidence of the transformational possibilities of the
appreciative learning approach when combined with computer game development with regards to student
creativity."
"Abstract. While building a game engine in Microsoft XNA 4 that pow-
ered a RTS (real-time strategy) tower defense type game, we were faced
with the issue of increasing the amount of visual feedback received by the
player and adding value to the gameplay by creating a more immersive
atmosphere. This is a common goal shared by all games, and with the
recent advancements in graphics hardware (namely OpenGL, DirectX and
the advent of programmable shaders) it has become a necessity. In this pa-
per we will build upon the shadowing techniques known as VSM (variance
shadow map) and LVSM (layered variance shadow map) and discuss some
of the issues and optimizations we employed in order to add real-time soft
shadowing capabilities to our game engine."
Selected contributions from the meeting 11/17-18/11 "field of gamebased
learning. This is a refereed scientific conference acting as a forum for scientists, teachers / trainers, and
practitioners to present their latest research, results, ideas and developments on games and learning. The focus is on the
use of educational games in creative teaching methodologies."
From the abstract: "This paper will examine the relationship of pattern recognition and Gestalt principles to procedural form in gameplay. It will identify key features of pattern based play mechanics
and outline important synergies between programming paradigms and procedural form.
In the course of the paper I will examine the formal and aesthetic qualities of procedural
structures and discuss how they generate the experience of psychological flow. I will also
identify the role of these mechanisms and their effects in current game design."