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Garrett Eastman

4 ways developers will use SmartGlass to enhance Xbox 360 experiences - 1 views

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    "SmartGlass, a software-based application that extends Xbox 360 experiences onto smartphones and tablets, does shine best when paired with television or movie entertainment. That's where programmers have fleshed out the most whiz-bang features at this time, but game designers have clever plans for this tech, too."
Garrett Eastman

Dictators Turn Strangely Benevolent in Online Game - 0 views

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    "Players who became anonymous dictators in a simple online game showed unexpected benevolence toward their subjects, giving away more of their own money than previous, real-life experiments predicted. "This was supposed to be a simple replication, where we backed up the results of previous experiments, just in an online setting," said biologist Nichola Raihani of University College London."
Garrett Eastman

Lodestars for Player Experience : Ideation in Videogame design - 0 views

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    "The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice."
Garrett Eastman

Designing a Game for Playful Communication within Families | Toft | Eludamos. Journal for Computer Game Culture - 0 views

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    "The article will illustrate and explain how we worked with research and our own and secondary literature to create a game that had the potential to create social change. The game Junomi was designed to address the problem of loneliness among Danish teenagers and create opportunities for the families to play and experiment with the ways in which they communicate together. The game is a location based smart-phone game that takes place in players' everyday environments around the city. Players invite close family members to play for an agreed period of time (for example a week or a couple of months). Throughout the game period, players create questions, each with three possible multiple choice answers, and place them on a map to be found by other players. When other players pass by the question locations on their everyday routes around the city, the questions pop up on the phones."
Garrett Eastman

Evaluating electroencephalography engagement indices during video game play - 1 views

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    An experiment with 30 video game participants monitored by the Emotiv EEG
Garrett Eastman

A Comprehensive Study of Sound in Computer Games: - 0 views

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    "A Comprehensive Study of Sound in Computer Games: How Audio Affects Player ActionJørgensen, Kristine This study examines the functionality of sound in computer games, a topic which has received little attention in game studies and media studies." Especially focuses on player experience of sound
Garrett Eastman

Disciplinary integration of digital games for science learning - 0 views

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    From the introduction: "In this paper, we focus on theorizing the design of digital games to support the learning of core scientific concepts and representational practices. Theoretically, we consider two frameworks: Knowledge in Pieces (or KiP) (diSessa 1993; Hammer 1996; Sherin 2001; Clark et al. 2009) and Science as Practice (or SaP) (Pickering 1995; Lehrer and Schauble 2006a; Duschl et al. 2007). While KiP is a theory about the structure of human knowledge, SaP is a theoretical perspective about the development of scientific expertise. Grounded in the history of science, SaP argues that the development of scientific concepts is deeply intertwined with the development of epistemic and representational practices (e.g., modeling). We report how these theoretical frameworks have shaped the design of our digital games for learning Newtonian dynamics across an extended design experiment. We show how shifting from KiP to SaP as the underlying theoretical anchor has ena bled a shift from designing games that focus on conceptual integration (Clark and Martinez-Garza 2012) to games that focus on disciplinary integration. Whereas conceptually integrated games integrate the targeted conceptual relationships directly into the mechanics of the core game environment, disciplinary integration extends conceptual integration by incorporating disciplinary practices as well as conceptual relationships into the mechanics of interacting with, manipulating, or navigating the core game environment. "
Garrett Eastman

Portable Presence: Can Mobile Games Be Immersive Games? - 0 views

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    Abstract: "Mobile games - in particular, games played on smartphones and tablet computers - are becoming increasingly popular. Yet, there has been little research into whether players can experience immersion while playing mobile games. As the potential for immersive mobile games would be of interest to game developers, researchers and players, it is proposed to measure mobile immersion by comparing Osmos, a multi-platform ambient video game, on three differentsized devices - a smart phone, a tablet and a desktop computer."
Garrett Eastman

FACTORS AFFECTING INTENT TO PURCHASE VIRTUAL GOODS IN ONLINE GAMES - 0 views

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    "Online games increasingly sell virtual goods to generate real income. As a result, it is increasingly important to identify factors and theory of consumption values that affect intent to purchase virtual goods in online games. However, very little research has been devoted to the topic. This study is an empirical investigation of the factors and theory of consumption values that affect intent to purchase virtual goods in online games. The study determines the effects of game type, satisfaction with the game, identification with the character, and theory of consumption values on intent to purchase virtual goods. The study used a survey to collect information from 523 virtual game users. Study results showed that game type is a moderating variable that affects intent to purchase virtual goods. And it demonstrated that role-playing game users are affected by theory of consumption values: functional quality, playfulness, and social relationship support. Moreover, war-strategy game users are affected by satisfaction with the game, identification with the character, and theory of consumption values: price, utility, and playfulness. The study also presents conclusions, proposes applications, and describes opportunities for further research."
Garrett Eastman

Exploring Game Design Pitfalls through patterns: Experiences when making our first game - 0 views

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    "The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes"
Garrett Eastman

Scaling Online Collaborative Games to Urban Level - 0 views

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    Abstract: "With the growing availability of personal communication devices we are witnessing a tremendous increase in the demand for mobile services based on location and context. Mobile gaming is, of course, following this same trend. Unfortunately, differently from other services, location- and context-based gaming strictly requires near-field communication to interact with nearby players in order to create teams and arenas. Since currently adopted technologies suffer from scalability (Bluetooth) or energy (WiFi) constraints, Opportunistic Networks (ONs) have already been addressed as a viable solution to involve a considerable number of players on a wider area. While massive multiplayer games are commonplace on wired networks, it is not yet clear how player experience is affected by the increased delay and probabilistic message forwarding introduced by a huge population over an ON. In this paper we address this problem by proposing an opportunistic collaborative game, which is meaningful for the category of collaborative puzzle games, and evaluating its playability and scalability by means of simulations on a real city topology."
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
Garrett Eastman

A comparison and analysis of techniques used in computer games and interactive fictions aimed at engaging users over a period of time - 0 views

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    Abstract: "As computer games are an increasingly large industry, it is becoming increasingly important for people working in the eld to understand what elements of the game engage the player so as to improve the design of the game. By studying common techniques used in modern games, this paper looks to highlight how the techniques work and thereby provide developers and designers with more information to improve the use of these techniques in future games. The paper also re ects upon the applicability of these techniques outside of games specifically."
Garrett Eastman

Read, Write, Play: An Educational Mobile Gaming Platform - 0 views

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    Abstract: "We introduce ALE, a new framework for writing games for the An- droid platform. The primary motivation behind ALE is to empha- size reading code before writing it. Beginners read game code to learn how levels can be made, and advanced users read the code of ALE itself to learn how to create useful and extensible libraries. To date, roughly 200 students at our university have used ALE, rang- ing from first-semester engineering undergraduates through Mas- ters students. ALE has proven useful in teaching non-majors about CS, in making introductory CS programming courses more excit- ing, and in encouraging creativity, entrepreneurship, and good pro- gram design in upper-level electives. Based on these experiences, we encourage educators at all levels to consider using ALE to im- prove students' ability to learn by reading code."
Garrett Eastman

Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges - 0 views

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    Abstract: "The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/."
Garrett Eastman

Designing a Context-Aware Campus Area Gaming Environment for Mobile Platforms - 0 views

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    From the abstract: "This thesis is dealing with what have been identified as "pervasive games". Investigation and analysis of reasons behind their appearance, popularization is made. Different trends within classical game-development and theory of classical game-design are investigated to establish similarities and differences, challenges and solutions this newly emerged type of games is introducing. Knowledge presented in theoretical sections is used to design, develop, deploy and test a game-environment for mobile platforms that is adjusted for campus area. This designed game-environment consists of two essential components: Front-End, which is represented by Android mobile application and Back-End server logic. Both of components were designed, tested and implemented. Designed game-environment received a name "DTU GoblinsNGold and has been launched. It is made available publicly worldwide through Google Play market. All of these aspects and milestones are described in details inside practical part of this thesis. During game-environment testing valuable data was received that described all aspects of functionality of implemented system together with behavioral patterns of players. These results of deployment together with conclusions are presented in later sections."
Garrett Eastman

Preliminary Experiments with EVA-Serious Games Virtual Fire Drill Simulator - 0 views

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    From the abstract: "The proposed methodology aims to study the viability of using a game that recreates a fire drill in a 3D environment using Serious Games. The information acquired through the player's performance is very valuable and will be later used to implement an artificial population. A sample of 20 subjects was selected to test the application. Preliminary results are promising, showing that the exercise had a positive impact on users. Moreover, the data acquired is of great important and will be later used to demonstrate the possibility of creating an artificial population based on human behaviour."
Garrett Eastman

Parabola X: Learner Engagement with Serious Games - 0 views

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    From the abstract: "As educators struggle to motivate the learners in their classroom, games provide a great opportunity to enrich the education curriculum. The use of games for this purpose is the primary goal of the growing s erious g ames field. ParabolaX is a s erious g ame designed to teach principles of quadratic functions [1] . ParabolaX was developed with two gameplay versions: full and basic. The basic version eliminated many game features. Leaners played ParabolaX during a single classroom session and took surveys before and after they played. Lea r ner scores on quadratic problems before playing were not significantly different than scores after playing ParabolaX , t (65) = - 0.486, p = 0.629 . Lea r ners that played the full version that included all game like features did not show significantly different engagement indicators than those who played the basic version. Learner engagement did not d iffer based on gender or prior experience playing digital games. 76.1% of learners playing the full version agreed that ParabolaX helped them understand quadratic functions compared to only 50% of those who played the basic version."
Garrett Eastman

Promoting Game Accessibility : Experienc ing an Induction on Inclusive Design Practice at the Global Games Jam - 0 views

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    Abstract: "The Global Games Jam (GGJ) attracts many people who are passionate about games development , co ming from a range of educational backgrounds. Therefore , the event can be experienced by novices and student developers as an opportunity for learning. This provi des an op ening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners . Such an approach aims to raise awareness about issues which learners c ould help develop and take with them into industry . However, t he experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings . This pape r describes an account by one such individual, being introduced to game accessibility through participation in the GGJ . As such, it is not intended as a rigorous empirical analysis , but rather a perspective on one way a game jam can be experienced , invitin g further research on the topic."
Garrett Eastman

OPENGL BASED 3D FIRS T PERSON SHOOTING GA MES - DESIGN CONCERN S - 0 views

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    Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high processing p ower computers, high speed internet and smart sensing devices ranging from general mouse to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many famous 3D video game design software as the back end framework. In this paper we present our experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D environment building, navigating, character animation, lighting, sound and shooting is described. Specially OpenGL based concepts are discussed for clear understanding of the concepts."
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