Abstract: "The authors give an overview
of existing incorporations of
biological systems for behavior
generation within digital systems.
The authors investigate
digital systems that have artistic
and/or entertainment goals,
including computer games.
The overview concludes with a
reflection on the overall state of
this hybrid approach."
Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Abstract: "In
this study, we device a digital game, which possessed scientific and fun, base on the conception of insects
(DGBI), then can use it to test elementary school student's conception about insect. The DGBI materials
creating pattern use as the ADDIE model. First step is to analyze the DGBI materials. We analyze student's
alternative conceptions of insect and what the teaching staff needs to teach in the section of insect,
and then we develop three teaching units, namely the ―Bugs Adventure‖, ―Legs and Wings "and"
Mouthparts and feeding habits‖. Second, design the DGBI. Making DGBI has a clear teaching aim,
multi-learning strategy like conception puzzle, computer simulation and conception mapping etc, an artistic
and convenient operating media interface and a learning content that is easy to understand by the
words and video in the DGBI materials. Third, develop the DGBI. Developing DGBI includes making
animation component and composing animation component, these animation components makes 94.4% of
students prefer to use DGBI materials to learn the conceptions of insect, especially the constructional detail
magnify function and interactive game design in the teaching materials increase the student's learning
interest. Forth, implement DGBI. We invite Two national college professors and four senior science
teachers to use DGBI, and then we interview them to collect the testing amendments, and corrected
it.Fifth, evaluate DGBI. We use quasi-experiment design and questionnaire survey to evaluate DGBI. In
the quasi-experiment design, we select 111 students for four classes in an elementary school in New
Taipei City and ask them to use DGBI, and then we tested them by the ―Insects Conceptions test‖. We
found that after using the DGBI materials, the student's post-test scores (13.64) is higher than the pre-test
scores (7.55), and there are significant differences (t = 16.47,p = .00)and helps the student to establish the
correct concept of insect
Abstract: "People experience emotions when playing videogames. It can be argued that these emotions are their main reason for playing. In this
paper, we investigate whether colors can be used in videogames to elicit specific emotions. We ran an experiment with a videogame in which
four different colors, associated with four specific emotions, were used in four different conditions (in this case, four different rooms in the
game). After each condition we measured the players' emotional responses by means of a Self-Assessment Manikin (SAM) questionnaire. Our
analysis revealed that the color red evoked a highly-aroused, negative emotional response, while the color yellow evoked a positive emotional
response. These results were significantly different from the emotional responses measured for other colors. Furthermore, we found that
inexperienced players showed much more explicit reactions to colors than experienced players. We conclude that the use of colors is a suitable
method for game designers to elicit specific emotional responses from the players, in particular from novice players."
abstract: "This literature review will discuss the efficacy of using video game programming as an attractor and entry point to engage middle- and high-school girls in a computer science curriculum. The review begins by exploring historical trends of female participation in the technology industry and in computer science programs at the high-school and collegiate levels, and the impact these trends have on women's opportunities. For additional background context, the review will then review a number of empirical studies regarding girls' attitudes toward computer science, as well as environmental and social influences that impact their participation in the field. It will then identify the educational and social goals of increased female participation in the computer science curriculum and briefly discuss various potential attractors that have been under investigation. Finally, the review will describe specific research studies that explore both how effective the teaching of computer game design is in attracting female students to a computer science course of study, as well as its efficacy in teaching important computer science concepts."
Abstract: "Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior."
Excerpted in Google Books, Published November 2012."Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made."
abstract: "Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs."
Abstract: "following paper presents an experimental study. In the study a course for Basic Life Support training has been
evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper
relate to game design patterns that have been used for learning functions, expected to enhance the learning
outcome and user experience. An experimental design has been carried out in order to get insight about effects
of individual and combined game patterns in a Basic Life Support course. Based on the according educational
objectives, the effects of two different game design patterns relevant for learning (a timer pattern and a score
pattern) have been evaluated. This game was prototypically developed targeting the application on the
healthcare domain (basic life support). The results show a significant interaction effect of the two patterns on the
learning gain, as well as a strong covariate influence of the learners' age."
From the abstract: "This paper examines the state of the
art in narrative creation and writing for video games and simulations, and proposes a
methodology for writing dynamically immersive branching dialogue. Conclusions
reached are based upon the author's research and development as head writer for the
First Person Cultural Trainer (FPCT), UTD Arts and Technology's multi-award winning
training simulation."
Abstract: "The advantage of using app verses tradition browsing on mobile devices in the market can
improve communication with customer. Allowing more creative way to promote brand and
advertise to the growing crowd of mobile ecommerce. Mobile apps will be a great tool to
simplify the customer‟s path to products that they value in the future as mobile market grows
larger and more complex. Organizations that fail to see and act on the potential of the growing
mobile market will get left behind. Additionally those that can simplify mobile commerce,
making commerce more interactive with less hassle, give customer the experience they want,
more secure, and put all that in the palm of a customer‟s hand will be able to ride the trend to
success."
Abstract :"Quality of experience (QoE) is a measure of the customer's experience with a
service. In an online gaming scenario, players expect the experience to be realistic,
continuous and precise. It is important to know not just the end user's experience
but also the probable cause of the experience, good or bad. Understanding the cause
is essential for improving the game design via a feedback loop, which in turn con-
tributes towards game longevity.
We begin by focussing on two broad categories of the QoE measurement tech-
niques for gaming scenario, subjective and objective measurement. We then study
two frameworks, One-Click[4] and Perceptual View Inconsistency[5] from the perspec-
tive of the scenarios in which they can be applied, their ability and more importantly,
their inability to measure certain aspects of end user experience, and the diculties
encountered while applying these techniques. Subsequently, we try to propose a sim-
ple scheme in which both of these techniques can be used to complement each other
in a real life scenario, and get the best out of both."
Abstract :"Procedural content generation (PCG), the algorithmic creation
of game content with limited or indirect user input, has
much to offer to game design. In recent years, it has become
a mainstay of game AI, with significant research being put towards
the investigation of new PCG systems, algorithms, and
techniques. But for PCG to be absorbed into the practice of
game design, it must be contextualised within design-centric
as opposed to AI or engineering perspectives. We therefore
provide a set of design metaphors for understanding potential
relationships between a designer and PCG. These metaphors
are: TOOL, MATERIAL, DESIGNER, and DOMAIN EXPERT.
By examining PCG through these metaphors, we gain the
ability to articulate qualities, consequences, affordances, and
limitations of existing PCG approaches in relation to design.
These metaphors are intended both to aid designers in understanding
and appropriating PCG for their own contexts, and
to advance PCG research by highlighting the assumptions implicit
in existing systems and discourse"
"This course will walk you through the major components of building GRITS, an HTML5 game. We'll talk about how to take standard game development techniques, and use them to create high performance HTML5 applications."
P. 158 in a long document. Abstract: "
157
Chapter 8Design and Implementation of Mobile Educational Games:
Networks for Innovation
Rob Harrap
1
, Sylvie Daniel
2
, Michael Power
3
, Joshua Pearce
4
, Nicholas Hedley
5
1
Queen's University, Department of Geological Sciences and Geological Engineeringharrap@geol.queensu.ca
2
Université Laval, Department of Geomaticssylvie.daniel@scg.ulaval.ca
3
Université Laval, Faculty of Educationmichael.power@fse.ulaval.ca
4
Michigan Technological University, Department of Materials Science & Engineering and theDepartment of Electrical & Computer Engineering, USApearce@mtu.edu
5
Simon Fraser University, Department of Geographyhedley@sfu.ca
Abstract
:" Research networks foster creativity and break down institutional bar-riers, but introduce geographic barriers to communication and collaboration. Indesigning mobile educational games, our distributed team took advantage of di-verse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and disseminationof prototypes to other teams for refinement and repurposing. Our group showedstrong activity at the university-centered nodes with periods of highly effectivedissemination between these nodes and to outside groups; we used workshopinvitations to gather new ideas and perspectives, to refine the core vision, toforge inter-project links, and to stay current on what was happening in othernetworks. Important aspects of our final deliverables came from loosely-associated network members who engaged via collaborative design exercises inworkshops, emphasizing the need to bring the network together and the im-portance of outside influences as ideas evolve. Our final deliverable, a mobileeducational game and a series of parallel technology demonstrations, reflect themix of influences and the focus on iterated development that our net
Abstract: :Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment. By formulating a new framework for understanding the changing dynamics of purchase decisions at the school, extended learning, and consumer levels including a "follow the money" analysis, this report will guide efficient use of existing capital and examine where new investment would be most productive. Conducted and written by Dr. John Richards, Leslie Stebbins and Dr. Kurt Moellering, the report synthesizes findings from extensive market research and a series of fifty interviews with leaders in the developer and publishing industries, and from the government, foundation and research sectors."