"Keywords for Video Game Studies Colloquium
Saturday, May 19, 2012
8 AM to 4 PM
Communication 202
University of Washington, Seattle" "The Keywords for Video Game Studies colloquium invites game scholars, artists, designers, developers, and enthusiasts to participate in roundtable discussions, presentations of individual and collaborative work, scholarship, and play. This year's colloquium, broadly themed by the keywords "research/design," is the capstone event to a year-long series of workshop sessions on democracy, time, altplay/fandom, gold farming, and hack/mod. The colloquium, now in its second year, hopes to foster the growing engagement with what it means to study or make or play digital games."
"By demonstrating that communities
formed in massively multiplayer online games are true communities,
examining communication and behaviour within MMOG communities, and
discussing the benefits and negative aspects of MMOG communities this
paper will show that the communities of massively multiplayer online
games are better than offline communities."
Abstract: "In this work we investigate whether the innate visual recognition and learning capabilities of untrained humans can be used in conducting reliable microscopic analysis of biomedical samples toward diagnosis. For this purpose, we designed entertaining digital games that are interfaced with artificial learning and processing back-ends to demonstrate that in the case of binary medical diagnostics decisions (e.g., infected vs. uninfected), with the use of crowd-sourced games it is possible to approach the accuracy of medical experts in making such diagnoses. Specifically, using non-expert gamers we report diagnosis of malaria infected red blood cells with an accuracy that is within 1.25% of the diagnostics decisions made by a trained medical professional."
"The purpose of this chapter is to discuss the historical origins of
Serious Games to try to understand where the current wave of "Serious Games"
comes from. We first review the origins of the "Serious Games" oxymoron. We
will then analyse digital games designed for serious purposes before the 2000's.
Such games can be traced back to the beginning of the history of video games. We
will use all these elements to discuss how the current wave of "Serious Games"
began; and to highlight the differences between "Serious Games" and their
ancestors.
Monica M. McGill's blog, assitant professor at Bradely University, one of her areas of study is game design curricula in US, UK and Canada. "Creating proposals in production courses, particularly games courses, is important in order to teach students to think about what they want to do for their project and why they want to do it."
Virginia state attorney general enlists George Mason game design students to create games to combat aggressive online game and social media recruiting tactics employed by street gangs
"Last Halloween, while his friends were out reveling, Otavio Good stayed home to design a computer program to reconstruct shredded documents. The military's research arm had issued a call for people to decipher messages that had been torn to bits, much the way someone might destroy evidence of a paper trail."
"Abstract:
Previous research proposes that human beings are motivated to protect
endangered species by both instrumental values and intrinsic values of biodiversity.
However, it has been difficult to tease apart the two kinds of value at the behavioral
level. Using an innovative fishing game, we tested one kind of instrumental value
(financial value) and one kind of intrinsic value (existence value) of the endangered
Steller sea lion. In the fishing game, players make repeated decisions on how much
Pollock to harvest for profit in each period in a dynamic ecosystem. The population of
the endangered sea lion depends on the population of Pollock, which in turn depends
on the harvesting behavior of humans. The data show that in general, people
responded to the financial value, but not the existence value, of the sea lion by cutting
down commercial fish harvesting to keep more sea lions in the ecosystem. However,
not all people behaved the same regarding the existence value. Females displayed a
higher existence value than males, as did people who reported stronger proenvironmental
attitudes than those with less pro‐environmental attitudes. Our
findings have multiple implications on public opinion elicitation and public policy
design."
Abstract:
Children with Fetal Alcohol Spectrum Disorder (FASD) may suffer numerous cognitive impairments, including significant problems with executive functioning, language, attention, and memory [40]. It is estimated that two to five percent of children born in the U.S. are affected by FASD [34]. It has been shown that training improvements can be made in working memory and attention in children with ADHD [25]. Computerized training with game elements enhances not only motivation but training efficacy of these interventions [38]. This thesis examines the creation of two suites of serious games, Cognitive Carnival and Caribbean Quest, intended to improve working memory aspects of attention with the assistance of a trained psychology interventionist in a therapeutic setting. A game-based approach is chosen to provide motivation to children for sustained cognitive challenges presented by cognitive exercises built into the gameplay. Cognitive Carnival was shown by interventionists to have positive effects in neuropsychological studies of populations of children with epilepsy and FASD [33, 30].
"Games offer a compelling medium for learning. However,
designing a successful learning game that features
engagement alongside its educational objectives is a craft
that is still underway. Our research adapts a user-centered
approach toward designing a game that will teach children
conflict resolution skills. By involving users of the game,
namely teachers and students, in the design process we
reveal new considerations for how to create convincing
narratives of conflict, sustain children's engagement and
gain teachers' support. At the same time, our work
highlights the challenges facing researchers in this domain
who must balance users' values, needs and expectations
with the game's learning objectives."
Abstract "Background music is often used to generate a specific atmosphere or to draw our attention to specific events. For example in movies or computer games it is often the accompanying music that conveys the emotional state of a scene and plays an important role for immersing the viewer or player into the virtual environment."
This seems the takeaway: ""We don't have a lot of control over how people interpret our findings," Bushman told Ars. ... Still, Bushamn suggests that the basic idea that virtual shooting can help improve real-world shooting performance shouldn't be that controversial at its core. "If you want to learn how to fly an airplane and you want to use the media to help you learn, what would be the best way: read a book about it, watch a TV program about it, or play a flight simulator video game?" he asked rhetorically. "Clearly the more interactive the media, the more you're going to learn. Does that mean by playing flight simulator you're going to be good enough to fly a real plane? I don't know, that's a relative decision, but better than if you'd watched a TV program or read a book about it, I would say.""