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Garrett Eastman

Usability Testing for Serious Games:Making Informed Design Decisions with User Data - 0 views

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    "In this work we present a methodology especially designed to facilitate usability testing for serious games, taking into account the specific needs of such applications and resulting in a systematically produced list of suggested improvements from large amounts of recorded gameplay data. This methodology was applied to a case study for a medical educational game, MasterMed, intended to improve patients' medication knowledge. We present the results from this methodology applied to MasterMed and a summary of the central lessons learned that are likely useful for researchers who aim to tune and improve their own serious games before releasing them for the general public."
Garrett Eastman

Performing design: game design, practice, praxis and the theatre of the impressed - 0 views

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    Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline. Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."
Garrett Eastman

A Framework for Quantitative Analysis of User-Generated Spatial Data - 0 views

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    Abstract: "This paper proposes a new framework for automated analysis of game-play metrics for aiding game designers in nding out the critical aspects of the game caused by factors like design modi cations, change in playing style, etc. The core of the algorithm measures similarity between spatial distribution of user generated in-game events and automatically ranks them in order of importance. The feasibility of the method is demonstrated on a data set collected from a modern, multiplayer First Person Shooter, together with application examples of its use. The proposed framework can be used to accompany traditional testing tools and make the game design process more efficient."
Garrett Eastman

Using Player Profiling to Enhance Dynamic Difficulty Adjustment in Video Games - 0 views

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    "By analyzing the data taken from many different types of gamers through gameplay testing the players linear difficulty graph slope can be found. Once a target slope has been established the difficulty will increase or decrease based on how the player performs; that is, if they are falling too far behind or staying too far ahead of the target curve it will have to readjust again to keep them from getting bored or frustrated."
Garrett Eastman

Design of an interactive game-based application for improving the resolution of common ... - 0 views

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    abstract: "This paper shows the design of an interactive game-based application developed with Blender 2.49b tool to be implemented in the area of computer networks."
Garrett Eastman

Trace Effects | American English - 0 views

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    "A collaborative English language video game experience for students ages 12-16. Learn English and explore American culture through puzzles, games, and adventures in an interactive world. "
Garrett Eastman

All the World's a Game, and Business Is a Player - NYTimes.com - 0 views

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    "gamification, a business trend - some would say fad - that aims to infuse otherwise mundane activities with the excitement and instant feedback of video games. "
Garrett Eastman

Computer Games Sound Effects: Recording, Postproduction and Existing Database - 0 views

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    Abstract: "The paper describes the process of building a new database of sound effects recordings for computer games and the first version of such product. Ways of applying signal processors for postproduction is described, as well as differences in audio edition for films and games. Some aspects of using sounds in games are also mentioned as well as the first version of the list of possible tags of the audio files in the database. Both the language of the tags and the datatabse will be substanially enlarged."
Garrett Eastman

Educational Video Game Design Based on Educational Playability: A Comprehensive and Int... - 0 views

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    Abstract: "Design techniques can have an important effect on how video games teach and players learn. The ability to harness these techniques in the design of educational video game can impact the motivation and engagement of playing and learning by creating more options for players to connect with game content as well as to other players. This article focuses on the design phase of the game development process and highlights the role of some techniques that can be used to design a successful educational video game (guidelines and design patterns). These techniques provide information on good practice and form a basis for evaluating the educational video game quality, acting as useful tools for developers to enhance video game playability. To this end, we have presented a set of guidelines and design patterns in order to provide an acceptable level of playability and, in this way, a better player experiences and learning achievement."
Garrett Eastman

Big data is helping EA level up - 0 views

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    "Electronic Arts CTO Rajat Taneja on big data's growing role in the video game world."
Garrett Eastman

Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in S... - 0 views

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    "In this paper we will discuss how positive psychology can contribute to the design of digital games and in particular training applications like Serious Games. While digital games have been known for their ability to deeply immerse users, stimulate the senses and tap into a broad range of emotions, it has proven rather challenging to use them as a vehicle for pedagogy. Relevant research is still at its infancy and many of the mechanisms that foster knowledge creation and enhance learning need to be mapped out before scripted in the game. The theory of psychological flow and the role of positive emotions in broadening people's thought-action repertoires bring some practical insights and pave the path for tackling some important de-sign questions. Yet there are still major challenges and uncharted waters to be explored in order for the technology to deliver what has been promised."
Garrett Eastman

Indie Sports Games: Performance and Performativity - 0 views

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    "The indie videogame scene is playing host to a new trend - competitive multiplayer sports themed games. Titles like Hokra, BaraBariBall, Tennnes, and GIRP, among others, have been challenging traditional notions of what constitutes a sports themed videogame. The emergence and popularity of these games raises questions about how the culture of traditional sports relates to the still developing community of independent developers, journalists, scholars and enthusiasts that comprise the nascent indie scene. Looking through the lens of performance and performativity, this paper unpacks this new sports game trend, examining design, spectatorship, and group identity by way of interviews with key members of the indie game scene.
Garrett Eastman

L2P NOOB: Examining Tutorials in Digital Games - 0 views

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    Abstract: "It has been well-noted that contemporary digital games tend to design for a relatively high skill threshold engineered to appease a well-entrenched and digitally literate audience (Hayes, 2005). Such design practices, however, serve to disenfranchise new and novice players wanting to learn to play. This novice-expert divide is a significant barrier to entry for individuals wanting to play digital games, and given that digital games are seeing increased use in pedagogical contexts (Akilli, 2007; Becker, 2007; Nieborg, 2011; Shelton, Satwicz, & Caswell, 2011; Ulicsak, 2010), such skill-based barriers further complicate the seamless incorporation of digital games into the classroom. In an effort to explore how we might bridge the gap between new and weathered players, I created three tutorials for World of Warcraft (2004) in an attempt to improve the existing tutorials for newer entrants to the game. These new tutorials offered different modalities of instruction, as well as instructional strategies in assisting newer players. Tutorials were designed using the Structured Sound Functions (SSF) model of instructional design, following the Attentional Control Theory of Multimedia Learning (ACTML). The tutorials were then analyzed for their effects on play outcomes, player engagement, and player motivations using the Dick and Carey (2011) three-stage model of formative evaluation. This work thus makes two important contributions. First, this research conducts a much-needed in-depth study of game tutorials, which is an area yet to be well-charted in the disciplines of either education or games studies. Secondly, by analyzing the results of the formative evaluation, I conclude that players react favorably to a faded or "just-in-time" instructional strategy-an approach to player scaffolding which showed significantly increased motivation for play, engagement, and play mastery among novice participants. Implications for game design and future research are disc
Garrett Eastman

Serious games & EMERGO sustainable development of skill-based serious games - 0 views

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    Slides from a presentation by Rob Nadolski, Aad Slootmaker, CELSTEC, Open University of the Netherlands December 11-2012
Garrett Eastman

Research-based design of a medical vocabulary videogame - 0 views

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    Abstract: "This paper discusses the theoretical choices underpinning the creation of a video game called Medicina. This game is designed to broadly foster better language skills among international nursing students with English as a Second Language (ESL) and more specifically to teach confusable medication names and improve reaction time to verbal orders. Research shows that the intentional learning of vocabulary is important to language learning. Without adequate vocabulary knowledge, it is difficult for an international student to interact in professional and university settings. This situation is compounded by the expectation that students will learn key vocabulary incidentally through academic pre-readings, despite the research demonstrating this to be an inefficient and inadequate method of learning. Moreover, medication names are low-frequency vocabulary. Thus, the international student who seeks to enter the health profession encounters the task of learning an entire subset of language but without the amount of exposure theorised as being necessary to it. Repeated exposure to these words is needed, leading to automaticity. The paper will outline how the language-learning video game is designed to encourage discrimination between word forms, allowing for multiple exposures to both written and spoken vocabulary, and promoting automaticity in pharmacological terminology."
Garrett Eastman

Standing up and falling down: balance as an interface - 0 views

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    Abstract: "This is a paper that details the issues and problems of the process of implementing a surfing experience simulation - a surfing game. The central issue is using a person's sense of balance as the primary interface controller for a game: this paper details the process the project went through in implementing such an interface, as well as a few games which use it, included for demonstration purposes. The motivation for creating this game came from a discussion of how to integrate an active element of sense of balance into a game interface. This paper also briefly discusses the human-computer interaction (HCI) issues of new interfaces, focused on the recent shift in electronic trends away from the "classical" WIMP (windows, icons, menus and pointing device) design, toward forms of HCI which emulate more closely the natural relationship between a human body and its surroundings."
Garrett Eastman

A comparison and analysis of techniques used in computer games and interactive fictions... - 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

An Analysis of the Educational Potential of Augmented Reality Games for Learning - 0 views

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    Abstract: "This paper presents a review of practical research papers on augmented reality games for learning. The study evaluates how these games may impact motivation (affective learning outcomes) and knowledge gain (cognitive learning outcomes). For the analysis, we use game design patterns for mobile games and Bloom's taxonomy of educational objectives. Our study results substantiate the generally assumed motivational potential of augmented reality games. Also, they indicate that augmented reality games may have the potential to bring about cognitive learning outcomes."
Garrett Eastman

Tax-funded $100,000 video game tackles gender, environmental issues - 0 views

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    Spelman College produces a video game addressing race, gender and environmental issues featuring a black female protagonist, supported by an NEA grant.
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