From the abstract: "This paper explores the idea of a gendered narrative in digital
games and
sees whether or not it could lead women to engaging
more with games."
From the introduction: "We introduce the FCO-IM modelling methodology and some of the short comings we perceive.
Next we introduce some theories. First we introduce the notion of serious gaming. Then we move on to the
Game Design Theory as proposed by Järvinen, augmented by a view on goals for serious gaming. These
theories helped us generating the framework for a serious game. Next we introduce the concept of Focused
Conceptualisation. This theory helped us shaping the contents of the game. In the final section of this chapter
we will discuss some previous attempts by students to design a serious game for FCO-IM and how we want to
make a new contribution towards this field.
In chapter 3 we unified the theories by creating a first design. We do not exhaustively describe these first
designs, but only the genesis and design choices made at the start and during the process.
This work culminates into a final design in chapter 4. The final design consists of a global description of the
game, a more detailed description and an abbreviated "rulebook". The rulebook can be compared to the
rulebook of a board game. It is intended for someone already familiar with the game. The detailed description
can be viewed as a thorough reference guide for first time players or players seeking clarification. This final
design was subjected three test sessions. We realize this is not a whole lot. But the objective was to see
whether the approach is workable. Exhaustive testing was not part of the scope. We gained some valuable
insights nonetheless.
In chapter 5 we derived a generic conceptual model for dialogue games. We present a framework that can be
used to create dialogue games for a number of different purposes. We hand one the basic tools, make one's
own game. This can be viewed as a basic game engine as it is found in the video gaming industry.
Chapter 6 will recap our design question and discuss if and how this design question has been answered. This
includes insights gaine
Abstract: "Adolescent obesity is an increasing challenge, and
pervasive social health games hold much promise for promoting
sustained healthy behaviors.
Researchers and d
esigners of
these
systems
have many potential theories and existing best practices
at their disposal.
Our study, grounded in participatory design,
shows which ones matter
-
both for pervasive social health games
and within the cultural context of a community
we studied over
the course of three years.
We worked with 112 US middle school
students from a lower
-
income community in a series of
participatory design exercises focused on social rewards for
everyday physical activity.
In our analysis, we
discuss
design
implications in four key areas
: social presence, gender effects,
incentives and competition. We show how these themes
manifested in students' designs and why they
were
particularly
important to our participa
nts. We then use
our findings to
suggest
design strategies for youth
-
focused pervasive social health
games."
From the abstract: "In
this thesis we present the development of this mobile multi-platform serious game
intended to teach the basic information about asthma to teenagers and young adults. We
review the design of the game and the mobile technologies used to create the game. We
present conclusions based on observations made while interviewees played the game, and
detail the changes made to the game based on these observations. Each interviewee also
provided feedback on the game, and completed several assessments to measure their
knowledge of asthma before and after playing the game. We review the knowledge each
interviewee gained from the interaction with the game, and draw and present conclusions
based on the background each subject comes from"
From the abstract: "Model Driven Engineering (MDE) goes some way to provide the techniques required to generate a wide variety of interoperable serious games software solutions whilst encapsulating and shielding the technicality of the full software development process. In this paper, we present our Game Technology Model (GTM) which models serious game software in a manner independent of any hardware or operating platform specifications for use in our Model Driven Serious Game Development Framework."
Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Abstract :"We present an attempt at exploring the search space of
weapons in team-based multiplayer First-Person Shooters
(FPS). At the foundation of the experiment is Team Block-
head Wars (TBHW), a game that we developed for the pur-
poses of this project. TBHW allows human players to enjoy
classic multiplayer FPS gameplay and uses a genetic algo-
rithm to continuously generate new weapons. A weapon's
genome consists of ten real-valued parameters, which to-
gether form a vast search space that includes common FPS
weapon tropes. The evaluation function scores weapons on
the basis of their use by players. The game also generates
3D meshes to visually represent the generated weapons for
easy player recognition. While TBHW is work in progress,
preliminary results are encouraging."
To be published in May 2013, excepts in Google Books. "From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us."
"At the April 22 Edtech MeetUp, educators, business friends, and community members will be invited to experience the excitement and engagement of game based learning. Through interactive play, attendees will explore the digital worlds that are shaping curricula across the world. Specifically, the Minecraft digital sandbox will be on full display so attendees can dive into this fascinating digital realm. After a short series of talks by Professor Seann Dikkers and EdTech Link Fellows Molly Adams and Justin Eames on utilizing games in their classrooms, attendees will circulate through the Federal Hill Rec 2 Tech center and play several educational games, including Minecraft, Portal II, and World of Warcraft."
"The National STEM Video Game Challenge is a multi-year competition that aims to motivate interest in STEM learning among America's youth by tapping into students' natural passion for playing and making video games. Join the new faces of game design and start designing today! .. Deadline is April 24, 2013.
Abstract: "Cloud gaming provides game-on-demand
(GoD) services over the Internet cloud. The goal is to
achieve faster response time and higher QoS. The
video game is rendered remotely on the game cloud
and decoded on thin client devices such as tablet
computer or smartphone. We design a game cloud with
a virtualized cluster of CPU/GPU servers at USC
GamePipe Laboratory. We enable interactive gaming
by taking full advantage of the cloud and local
resources for high quality of experience (QoE) gaming.
We report preliminary performance results on
the game latency and frame rate. We find 109 ~ 131 ms
latency in using the game cloud, which is 14% ~ 38%
lower than 200 ms latency experienced on a thin local
computer. Moreover, the frame rate from the cloud is
25% ~ 35% higher than that of using a client computer
alone. Base on these findings, we anticipate game
cloud to have a performance gain or QoS improvement
of 14% ~ 38% over video gaming on a thin client
device such as a smartphone or a tablet computer."
Abstract: "In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This en-couraged a greater investment in new types of game controllers such as the WiiMote™, Rock Band™ instruments and the Kinect™. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it al-so defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Ki-nect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote™ as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the per-formance of certain tasks and examining user reports. Both confirmed this ap-proach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers."