An interactive computer game "to detect and quantify the influence of color on the performance of people executing tasks that require attention and showed to be attractive for people with ADHD. "
Interdisciplinary team at University of Albany, supported by Intelligence Advanced Research Projects Activity (IARPA), in partnership with a local game company
"Abstract. If iteration is the rule in modern software development practices, this
is more the case in game development. While the secret recipe for fun in games
remains hidden, game development will remain a highly iterative trial-and-error
design process.
In this paper we present a semi-automatic process that, through FCA, can assist
in the software design of modern videogames. Through FCA we can identify
candidate distributions of responsibilities among components, and let the users
edit such distributions. We support iteration by facilitating the application of past
edits when going through a new iteration of identifying candidate components to
accommodate for new version of the game requirements."
From the abstract: "This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills."
From the abstract: "We believe creativity has not been a prevalent element in the videogame medium. While many issues might be at fault, in this paper
we propose that one of the underlying causes resides in the game
design discipline itself, more specifically in the way scholars, journalists
and audiences promulgate normative thinking. This notion
is developed with arguments that explore how normative thinking
has shaped three dimensions of the medium - form, value and expression.
It takes into consideration major trends in journalism and
production, as well as an analysis of books and scientific articles
that concern the subject. We then propose alternatives on how to
frame the currently available knowledge in the discipline in a way
that can help foster creativity instead of constraining it."
Information on the Foundations of Digital Games conference to be held in Raleigh, NC, May 29 - June 1, 2012. "a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay, and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play"
Considers the gaming industry in Boston through the example of Harmonix, fallen on difficult times after its Guitar Hero success. Tim Loew is quoted as saying Massachusetts doesn't realize potential it has on its hands with game development.
From the introduction: "Three dimensional graphics hardware is fast becoming, not merely a staple of computer systems, but an indispensable component. Many operating systems directly use and even require some degree of 3D rendering hardware. Even in the increasingly relevant mobile computing space, 3D graphics hardware is a standard feature of all but the lowest power devices.
Understanding how to make the most of that hardware is a difficult challenge, particularly for someone new to graphics and rendering."
Abstract: "The video game industry is a billion dollar industry with an ever-growing fan base.
Massachusetts, along with other states, has begun to take an interest in further developing this
dynamic industry. A problem facing many policy makers and economic developers is accurately
defining the video game industry, determining the types of workers that form of human capital
within its workforce and where these businesses are located. This study helps to solve this
problem by converting video game credits, found in all video games, into Standard Occupational
Codes to identify the types of workers who comprise the industry and by conducting spatial
analysis using Public Use Microdata Samples (PUMS). It also uses the Occupational Information
Network to evaluate what forms of human capital comprises the video game industry. The
results show the video game workforce comprises both creative workers such as artists and
musicians, but also computer programmers, engineers, and business management and
marketing professionals. This workforce tends to be concentrated not only in larger U.S.
metropolitan areas but also in regions with a significant high-technology workforce, college
towns, and government laboratories. Also, as this diverse workforce contains a wide variety of
skills and abilities, a common theme is being able to work together as a team to develop a
product. This study is part of a growing body of research and initiatives to identify and to locate
new, creative industries within metropolitan regions. This research will contribute to future
research using occupational analysis to identify new and growing industries."
Presentation by Bing Wilson, co-founder of Electronic Arts, showing the use of game design principles to engage users of your product, a three pronged approach, "acquire, engage and retain"
From the abstract: "This paper presents a framework for evaluating and designing game design patterns commonly called as "achievements". The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s)." Presented at DiGRA 2011 Conference: Think Design Play.