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Promoting Game Accessibility : Experienc ing an Induction on Inclusive Design Practice ... - 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."
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Movers and Shakers : Conversation and Conflict in a Serious Game for Tablets - 0 views

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    Abstract: "Movers and Shakers is a tablet - based serious game that explores how subversive game design can foster meaningful conversational conflict beyond outside the game's digital screens . This two - player strategy puzzle was developed at the Singapore - MIT GAMBIT Game Lab and is used as a research tool to ex plore novel challenges in multi player serious games. The project provides insights into the affordances and challenges of mobile serious games for co - located players."
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Develop ing and Testing Smartphone Game Applications for Physical Activity Promotion in... - 0 views

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    Abstract: "The purpose of this research was to develop and test smartphone game application for physical activity promotion in adolescen ts. The first study included various user - centered approaches (e.g. qualitative data, idea sessions) to get feedback on what was desired from the adolescents in terms of game development and design. The second study examined the degree to which mobile heal th studies reported on internal and external validity indicators. The last study evaluated the smartphone game applications through a mixed - methods approach. The results of this research showed that ph ysical activity while playing smartphone game applica tions can yield moderate physical activity intensity. Moreover, adolescents had moderate perceptions of the games and recommended specific changes to the games. Likewise, t he data suggest that smartphone physical activity game applications can be enjoyable if they are aesthetically appealing, easy to use, and foster social peer interactions . Overall, t his research demonstrated that smartphone games that were developed and designed based on adolescents' preferences and persuasive technology design principles could increase physical activity in adolescents and provides a tool for further exploration."
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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."
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Game Conceptualization and Development Processes in the Global Game Jam - 0 views

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    Abstract: "The Global Game Jam provides a unique opportunity to study time-constrained game development at a massive scale. We administered a free-response survey to 2013 Global Game Jam participants about their game development process. Categorized responses show: (a) participants use diverse in- spirations; (b) set goals for their personal bene t, the im- pact on game players, and structure of the game system; (c) rarely employ traditional prototyping; and (d) evolve their games by scoping down many ideas, grounding a vague idea through implementation, and iteratively expanding a sim- ple core game. We discuss next steps to gain more in-depth information about design processes"
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Target Selection for AI Companions in FPS Games - 0 views

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    Abstract: "Non-player Characters (NPCs) that accompany the player en- able a single player to participate in team-based experiences, improving immersion and allowing for more complex game- play. In this context, an Artificial Intelligence (AI) teammate should make good combat decisions, supporting the player and optimizing combat resolution. Here we investigate the target selection problem, which consists of picking the op- timal enemy as a target in a modern war game. We look at how the companion's different strategies can influence the outcome of combat, and by analyzing a variety of non-trivial First Person Shooter (FPS) scenarios show that a mathemat- ically simple approach significantly improves over common strategies typically found in games, and can achieve results similar to much more expensive look-up tree approaches. This work has applications in practical game design, show- ing that simple, computationally efficient target selection can make an excellent target selection heuristic"
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Games as Motivation for Education and Resource Management - 0 views

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    " Persuasive technology with game mechanics can educate and motivate people to adopt energy efficient lifestyles. "
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3D Modeling Optimization for Multimedia Production - 0 views

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    Abstract :"This thesis is a research project on the similarities and difference in 3D modeling and op- timizations for different sectors of multimedia. The purpose of this project is to analyse three different areas , an d carry out a project for practical comparison purpose s with the creation of a 3D model using different methods of modeling and optimization . The methods used in this project is a workflow step by step process of production , for later comparison and analysis. The result of this project was the creation of an optimized model for game production, the methods used at modeling pipeline and the comparison between different sectors of Mul- timedia illustrate the similarities and di fferen ces in modeling optimization between these sectors. This project is created to illustrate paths taken for modeling optimization in the biggest sectors of 3D production, with comparative results and analysis. "
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Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
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Crowdsourcing Interactive Fiction Games - 0 views

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    Abstract: "Procedural generation of games has become an active re- search eld. We present a system that automatically gen- erates an interactive ction (IF) by learning from crowd- sourced corpora of example stories. We ask crowd workers from Amazon Mechanical Turk to write short stories about a given situation with simple language, from which a plot graph is learned, containing plot events, temporal prece- dence and mutual exclusion relations between the events. The plot graph describes an IF where players and non-player characters choose from executable events as determined by the plot graph. We demonstrate an IF learned from the domain of bank robbery"
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Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
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PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
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Campus Tech: The Success of Quest-Based Learning at Boise State University - 0 views

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    Profiles Boise State's 3D Game Lab using educational game concepts to reframe learning as a quest
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Games Win Big in Education Grants Competition - 0 views

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    "Today, the U.S. Department of Education announced the final winners of this year's Small Business Innovation Research (SBIR) contract awards-funds that are reserved for entrepreneurial small businesses using cutting-edge R&D to develop commercially viable technologies to solve tough problems. And there's something that may surprise you about the winning contracts: More than half-or 12 in all-are for games and game-related projects, more than in any previous year. That says a lot about the increasingly creative field of educational games, and the growing base of evidence indicating that games can be an important and effective component of our strategy to prepare a highly skilled 21st century American workforce."
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Investigating the Solution Space of an Open - Ended Educational Game Using Conceptual F... - 0 views

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    Abstract: "The rich interaction space of man y educational games presents a challenge for designers and researchers who strive to help players achieve specific learning outcomes. Giving players a large amount of freedom over how they perform a complex game task makes it difficult to anticipate what t hey will do. In order to ad dress this issue designers must ask : what are students do ing in my game? And does it embody what I intended them to learn? To answer these questions, designers need methods to expose the details of student play. We describe our a pproach for automatic extract ion of conceptu al features from logs of student play sessions within an open educational game utilizing a two - dimensional context - free grammar. We demonstrate how these features can be used to clu s- ter student solutions in the e ducational game RumbleBlocks . U s- ing these clusters , we explore the range of solutions and measure how many students use the designers' envisioned solution . Equipped with this information, designers and researchers can focus redesign efforts to areas in the game where discrepancies exist between the designer s' intention s and player experience s."
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Be Weird and Other Game Design Tips - 0 views

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    Lessons from a class experiment in metagames, games designed to comment on other games
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Marketing A nalytics for F ree - to - P lay G ames - 0 views

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    Abstract: "This thesis deals with free to play marketing analytics in the light of mobile iOS games. Other platforms will be also discussed as well as mobile marketing aspects such as user acquisition, big data and metrics."
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A Cloud-Based Pervasive Serious Game Framework to Support Obesity Treatment - 0 views

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    Abstract: "Obesity has become an outstanding public health issue in most countries around the world. Many attempts have been made to address this issue that ranges from taking medication to doing exercise to follow- ing a diet plan to playing games. Few approaches combine exercise and game to engage the obese people in playing fun-based games or pur- poseful games, also known as serious games, while monitoring their bio- signals. However, existing work hardly provides a configurable, scalable and context-aware serious game framework that can be used as a sup- port for obesity treatment. In this paper, we take an attempt to propose such a framework. The proposed framework facilitates bio-signal monitor- ing based on body sensor network, context-awareness based on perva- sive sensors, and on-the-spot activity recommendation based on current game-playing context. It uses the cloud computing platform as infrastruc- tural support that ensures the scalability of the framework. In order to demonstrate the suitability of the proposed framework, we developed a sample serious game; deploy it over a cloud platform; and experiment with it by capturing some psycho-physical data while the obese are en- gaged in game-play. We observed that the obese people were very much engaged in game-play and they had positive experience using the system"
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Using Biometric Measurement in Real - Time as a Sympathetic System in Computer Games - 0 views

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    Abstract: "With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This pa per assesses the ability to use a form of biometric measurement, heart rate, in real - time to improve the challenge and enjoyment of a game by catering it to individuals of varying ability . While the findings of this study are valuable to game developers in terested in providing additional dimensions to gameplay and testing, they may also be useful for those researching medical or the rapeutic applications for games . The results suggest that although the tested game was inherently challenging and enjoyable, t he adaptive affective gameplay was not altering the game enough to induce strong physiological or emotional responses from participants. Biofeedback games lend themselves to medical applications, but adaptive affective games can be used to respond sympathe tically to the player without requiring direct control of physiological responses as a form of input."
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