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Garrett Eastman

Does One Size Fit All? Personalizing Persuasive Games for Health by Gamer Types - 0 views

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    From the introduction: "we conduct two large - scale studies of gamer's health behavior, their associated determinants, and the influence of various 2 [persuasive technology] PT strategies on various gamers ' personalities. The aim is to answer the following research questions : Q1. Is it possible that membe rs of one gamer type will respond differently to various persuasive strategies and theoretical determinants from members of other gamer types ? Q2. Which persuasive strategies and theoretical determinants are suitable for designing persu asion games for various gamer types? Q3. Can persuasive strategies and theoretical determinants be mapped to common game mechanics? Q4. To what extent can we employ the one - size - fits - all approach and what persuasive strategies support one - size - fits - all approach ?
Garrett Eastman

Pixelbending: Using nuanced, continuous gestures with off - the - shelf tracking devices - 0 views

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    Abstract: "ideo games and other applications using off - the - shelf tracking devices often take a simple approach to gesture and pose recognition: a recognized gesture is always mapped to the same action . This approach basically turns a gesture into a binary button pre ss and misses much of the nuance implicit in natural gestures. In this paper we explore , in a game design setting , the use of continuous 3D gesture sequences where in attributes of individual gestures, such as speed, direction, etc., combine to influence th e r esult of the sequence as a whole . We present Pixelbending, a game demo built using the Microsoft Kinect and Unreal Developers Kit (UDK) in which the player performs Tai Chi inspired movements to control water. Designed with the goal of creating a fun an d engaging 3D game experience built on a nuanced gesture set, the demo was well received by many players of different ages and sizes. Through the development process we encountered challenges to working with off - the - shelf devices."
Garrett Eastman

Interview Findings on Middle Schoolers' Collaboration in Self - Organizing Game Design ... - 0 views

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    "Abstract: U nderstanding how younger students can learn to collaborate , and affordances of the learning environment that can effectively support this , are critical questions for knowledge sharing, networking and innovation in education. E xploratory research results o n emergent middle schooler collaborative activity in a guided discovery - based learning program are reported . Students in self - organizing game design teams experience certain challenges (e.g., version control), and innovat e solutions. Some indicate meta - knowledge development and socialization gains. We conclude with ongoing questions."
Garrett Eastman

The Use of Game Dynamics to Enhance Curriculum and Instruction: What Teachers C an Lear... - 0 views

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    Abstract: "This article examines the need for public school educators to adapt a game design mentality when designing secondary level curriculum and instruction . Game design is presented as a tool for improving student learning and suggestions are offered for how educators can incorporate game dynamics such as narrative context, explicit interconnectedness, well - ordered problems, control, choice, customization, and co - design."
Garrett Eastman

On Video Games and Storytelling: An Interview with Tom Bissell - 0 views

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    Gears of War writer
Garrett Eastman

Designing Games for Learning, Event at Silicon Vikings - 0 views

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    Thu, Apr. 25, 2013 5:30 p.m. - 8 p.m. US/Pacific Where? SNR Denton 1530 Page Mill Road, Suite 200 Palo Alto, CA
Garrett Eastman

Preliminary Experiments with EVA-Serious Games Virtual Fire Drill Simulator - 0 views

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    From the abstract: "The proposed methodology aims to study the viability of using a game that recreates a fire drill in a 3D environment using Serious Games. The information acquired through the player's performance is very valuable and will be later used to implement an artificial population. A sample of 20 subjects was selected to test the application. Preliminary results are promising, showing that the exercise had a positive impact on users. Moreover, the data acquired is of great important and will be later used to demonstrate the possibility of creating an artificial population based on human behaviour."
Garrett Eastman

Codename Heroes: Pervasive Games for Empowerment - 0 views

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    From the presentation: "we wanted to create a gender-aware pervasive game to engage and empower, mainly young women."
Garrett Eastman

Virtualities: An Introduction to Video Gaming History and Theory - 0 views

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    Course syllabus from Spring 2013 at Olin College
Garrett Eastman

Skill Atoms as Design Lenses for User - Centered Gameful Design - 0 views

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    Abstract This paper describes the use of skill atoms as a design lens for gameful design that focuses the optimal structuring of challenges inherent in a user's goal pursuit.
Garrett Eastman

The 5/10 Method: A method for designing educational games - 0 views

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    from the abstract: "recent studies show that in spite of this potential games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. (Young et al, 2012, Marino et al, 2011). In this thesis I propose a method that provides and clearly states these learn ing objectives allowing for a better assessment of the contribution it can offer to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriƫn boer (Merriƫnboer, 2007). This method is then applied in creating the educational game Moth as a proof - of - concept."
Garrett Eastman

Continuing/ Higher Education in Research Methods Using Games - 0 views

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    From the abstract: "Research methods and statistics are core competences across various disciplines but pose significant challenges for many students. The CHERMUG project aims to develop a digital game to support students in acquiring methodological and statistical expertise. A key issue that has to be addressed in developing a game is to identify the desired learning outcomes for students. This deliverable describes the user requirements analysis. The aim of the user requirements analysis was to establish the general attitudes to and acceptance of higher education nursing students and staff in the collaborating countries towards the use of digital games as a component of a blended learning approach to teaching methods and statistics to nurses. "
Garrett Eastman

An Overview of Networking Infrastructure for Massively Multiplayer Online Games - 0 views

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    From the abstract: "n the last decade the popularity of MMOGs has exploded. Unfortunately, the demand has far outweighed the resources commercial game providers can provide. Many MMOGs are suffering from scalability issues, resulting in game world partitioni ng, service down time and server crashes. The centralized server architecture of most modern day MMOGs is unable to cope with this increase in the number of participating players. Hence, there is a need for a scalable network architecture which can support these large number of players without affecting the overall gaming experience for each player. In this paper, we provide a review on the existing networking infrastructure solutions for MMOGs. This includes description and comparison of different im plementation techniques for the deployment of massive multiplayer on-line games, which work as a client/server and peer-to-peer paradigms. "
Garrett Eastman

The Industry an d Policy Context for Digital Games for Empowerment and Inclusion - 0 views

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    "Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification" from the European commission
Garrett Eastman

Petri Net Model for Serious Games Based on Motivation Behavior Classification - 0 views

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    Abstract :"Petri nets are graphical and mathematical tool for modeling, analyzing, and designing discrete event applicable to many systems. They can be applied to game design too, especially to design serous game. This paper describes an alternative approach to the modeling of serious game systems and classification of motivation behavior with Petri nets. To assess the motivation level of player ability, this research aims at Motivation Behavior Game (MBG). MBG improves this motivation concept to monitor how players interact with the game. This modeling employs Learning Vector Quantization (LVQ) for optimizing the motivation behavior input classification of the player. MBG may provide information when a player needs help or when he wants a formidable challenge. The game will provide the appropriate tasks according to players' ability. MBG will help balance the emotions of players, so players do not get bored and frustrated. Players have a high interest to finish the game if the players are emotionally stable. Interest of the players strongly supports the procedural learning in a serious game."
Garrett Eastman

Systematic Review of the Literature on Computer Games for Education - 0 views

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    Abstract: "The CHERMUG project aims to develop a digital game to support students in acquiring methodological and statistical expertise. This deliverable describes a literature review which was carried out to identify papers which describe digital games which aim to teach research methods and statistics. Search terms included varied terms for digital games, terms relevant to the twin goals of games for learning and engagement and terms for methodological and statistical knowledge. Search terms identified 38 papers which were considered relevant. The literature review confirmed that there are relatively few papers describing the use of games for teaching research methods and statistics and even fewer which carried out rigorous evaluations of their success, although several e-learning applications and animations to teach research methods and statistics were identified as well as papers looking at how statistics should be taught."
Garrett Eastman

3D GAME-BASED LEARNING SYSTEM FOR IMPROVING LEARNING ACHIEVEMENT IN SOFTWARE ENGINEERIN... - 0 views

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    Abstract: "The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A quasi-experimental design is based on the ARCS Theory (Attention, Relevance, Confidence, and Satisfaction) to investigate the effectiveness of game-based learning strategy in 3-dimension virtual reality scenario. The students are randomly assigned into two groups for quasi-experimental design. In game-based learning, the curriculum content is mapped into the game to provide a scenario learning environment. After implementation of quasi-experimental design, the pre-test and post-test results shown that 3D game-based learning system with software engineering curriculum could achieve a better learning achievement and motivation than using traditional instruction. The statistical test displayed that learning motivations of students have significant impact on learning achievement, and learning achievements of students with game-based learning are better than those who use traditional face-to-face teaching. After re-checked the questionnaire, this paper finds that game-based learning challenging and attractiveness can lead to learners' curiosity and immersion in learning activity. And the results show that 80% students are satisfaction, and 83% students are confidence for the course learning after use the game-based learning system. Lastly, the research results could provide to related educators as references"
Garrett Eastman

Developing Mobile Games with Moai SDK - 0 views

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    Published 2013, excerpts in Google Books
Garrett Eastman

Mastering UDK Game Development - 0 views

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    Published 2013, excerpted in Google Books
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