O-Mopsi: Mobile Orienteering Game using Geotagged Photos - 0 views
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Abstract: "Location-based mobile gaming combines gameplay with physical ac tivity. We have developed a game, O- Mopsi, based on the concept of orienteering, which can be played on mobile phones with GPS receiver and Internet connection. In order to complete a game, a play er must visit a set of targets that are photos chosen from a user-generated geotagged database. Game crea tion, management and live tracking can be done using a web interface. The game was presented at an annual international festival whic h is aimed at introducing science and technology to school children and the overa ll feedback received from the players was positive. "
Must Feedback Disrupt Presence in Serious Games? - 0 views
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From the abstract: " this paper, we challenge the assumption that feedback during learning hinders sense of presence. Ac ross three experiments, we examined how an ITS that provided extrinsic feedback during a serious game affected presence. Across different modalities and conditions, we found that feedback and other ITS features do not always affect presence. Our results suggest that it is possible to provide extrinsic feedback in a serious game without detracting from the immersive power of the game itself. "
Adaptive Game Level Creation through Rank-based Interactive Evolution - 1 views
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Abstract: "This paper introduces Rank-based Interactive Evo- lution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of- the-art interactive evolution approaches"
Games for the Classroom Get a Serious Makeover - 0 views
Can Digital Games Boost Students' Test Scores? - 0 views
Mapping 3D Character Location for Tracking Players' Behaviour - 1 views
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Abstract: "Serious Games are increasingly used as a tool for various applications contrary to the traditional enterta inment purpose. Many game engines are available, and Unity3D is another example that presents some features such as rapid prototyping and an easy learning curve. The 3D space where action takes place is sometimes hard to map into a logical memory structure providing flexible access to that information. The problem of tracking players ' path as well as their decision s in 3D environments arises when there is no previous knowledge of the scenario representation and the creation of a memory data structure poses an extra effort for the modeller. The proposed solution in this paper, albeit simple, is a straightforward way to track the location of the video game character and map it when he / she passes certain limits. Th is mechanism proved to represent a key step for ward, addressing the important issue of tracking the decision - making process of players for future analysis and behaviour elicitation."
Acclimating Students To College Campus Utilizing G ame s - 0 views
Creating an Online Game for Farm Safety - 0 views
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From the abstract: "New York Center for Agricultural Medicine and Healt h (NYCAMH) has a need for a web-based educational game to educate families on farm saf ety. This project demonstrates a proposed game design that combines the elements of gaming th at enhance learning with the feedback received from NYCAMH. Feedback was solicited th rough a series of prototypes delivered to NYCAMH through an agile software development process. The proposed design follows a constructivist approach to place the learner in a context based on reality. The aspects of the game design that engage and motivate students by blend ing entertainment with learning are discussed."
Valve helps teens prepare for the game industry with new Pipeline experiment - 1 views
Philosophy of Universal Games Design - 1 views
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Abstract: "The philosophy of information is the area of research that studies conceptual issues arising at the intersection of computer science, information technology and philosophy. Universal design is a concept that emphasizes the importance of non-specialized features in things and environments. As participation in gaming increases around the world and across a larger part of the population, the path towards achieving universal design and change of attitude in our mind is clear but requires that we think globally and frame the issues a little differently. This article aims to see universal design concept; its principles, uses, design processes, from a philosophical view point in terms of games design. It concludes by arguing that universal design of games is not a style but an attitude of accepting the difference and responsibility of ours and also proposes what needs to be done for upholding universal game design concept. "
THE CUBE - A145 megapixel interactive AV experience at QUT - 3 views
Mary Flanagan: Playing games and finding our humanity - 2 views
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"Mary Flanagan, a game designer and professor of digital humanities at Dartmouth College... explores the way we represent ourselves in playculture and digital spaces. She is an activist designer who has founded Tiltfactor, a gaming research laboratory at Dartmouth focusing on designs that foster a "joyful commitment to human values." "
Glitch and Public Domain Game Resources - 5 views
Can Playing Video Games Help With Dyslexia? - 0 views
Finding a Place for Video Games on your Campus - 0 views
From the Archives: All About Games - 3 views
Disciplinary integration of digital games for science learning - 0 views
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From the introduction: "In this paper, we focus on theorizing the design of digital games to support the learning of core scientific concepts and representational practices. Theoretically, we consider two frameworks: Knowledge in Pieces (or KiP) (diSessa 1993; Hammer 1996; Sherin 2001; Clark et al. 2009) and Science as Practice (or SaP) (Pickering 1995; Lehrer and Schauble 2006a; Duschl et al. 2007). While KiP is a theory about the structure of human knowledge, SaP is a theoretical perspective about the development of scientific expertise. Grounded in the history of science, SaP argues that the development of scientific concepts is deeply intertwined with the development of epistemic and representational practices (e.g., modeling). We report how these theoretical frameworks have shaped the design of our digital games for learning Newtonian dynamics across an extended design experiment. We show how shifting from KiP to SaP as the underlying theoretical anchor has ena bled a shift from designing games that focus on conceptual integration (Clark and Martinez-Garza 2012) to games that focus on disciplinary integration. Whereas conceptually integrated games integrate the targeted conceptual relationships directly into the mechanics of the core game environment, disciplinary integration extends conceptual integration by incorporating disciplinary practices as well as conceptual relationships into the mechanics of interacting with, manipulating, or navigating the core game environment. "
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