661 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Massively Multiplayer Online Gamers’ Language: Argument for an M-Gamer Corpus

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    The past few decades have seen a steady, and sometimes rapid rise in the production and consumption of Massively Multiple Online Games (MMOGs), spanning a global arena. Players from a wide variety of demographical, economic, geographical, cultural and linguistic backgrounds congregate under the banner of MMOGs and spend a considerable amount of time interacting and communicating with one another, in the context of playing and socializing through such playing. It is only logical then, to see such players become part of larger and extended socio-communal landscapes, wherein they may appropriate multiple roles in conjunction with their MMOG player roles, such as teachers, learners, family members and workplace cohorts. It is also equally logical for a curious mind to speculate the effects of the communication and language characteristics of such gamers on themselves, and the greater communities they may inhabit, investigate the realms of such possibilities, and appropriate knowledge garnered from such investigations to share. That is precisely what this study and paper is about. In this paper, I report the findings of an investigation of the communication and language characteristics of MMOG players, using 23 participants for interviews and journal writing, as well as multiple online documents. The findings suggest that MMOG players share some unique communication and language patterns, based on which they can be justifiably categorized as a sub culture with their own corpus. Additionally, researcher and practitioner implications are also discussed

    Wargames: Non-Linear Experiential Modes of Historical Knowledge

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    This project is on wargames, a type of board and digital game concerned with the practice of war, leadership, command, strategy, tactics, and decision-making. The goal of the project is to explore whether wargames, as non-linear experiential forms of historical knowledge have any value in understanding how the public views, understands, and relates to the historical past. Moreover, the goal of the project is to help historical academia understand what wargames are as they have not been studied in any substantial way and open the door for further research projects regarding wargames, or in fact use wargames as a research aid

    CGAMES'2009

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    A Framework and Taxonomy of Videogame Playing Preferences

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    © Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play.Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants’ preferences and discuss the implications of these findings.NSERC || RGPIN-418622-2012 SSHRC || 895-2011-1014, IMMERSe CFI || 35819 Mitacs || IT07255 SWaGUR CNPq, Brazi

    Ludic Dysnarrativa : How Can Fictional Inconsistency in Games be Reduced?

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    The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parableand and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. Negotiation between agents (designers, players, game rules) in a game is of huge value to maintaining coherent fictional worlds and social information in some multiplayer games takes on a role close to that of fictional information in single player games. Dysnarrativa can also be used to positive effect in certain cases such as comedy games, horror games or for satirical purposes

    Evaluating social and cognitive effects of video games using electroencephalography.

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    Games User Research (GUR) is an area of evaluative player research and human-computer interaction (HCI) that aims to improve games, focused on a player???s understanding and on their experience when playing games. In this field, techniques are available to measure and understand user experience. These techniques each have their own strengths and weaknesses. To improve and extend GUR methodology, this thesis explores ways that electroencephalography (EEG) can be used as an evaluative measure as part of a mixed methodology. The thesis aims to improve the accuracy and richness of GUR results obtained using EEG. Hemispheric Frontal Alpha Asymmetry (HFAA) is reviewed in depth as a useful EEG technique to measure arousal in real time. HFAA, the EEG methodology proposed in this thesis is used in several experimental studies reported here to show new insights into the social and cognitive factors of gaming. The research presented in this thesis shows that player experience related to the social environment of a game does not necessarily arise from gameplay, but instead relies more on the expectations of a player than the current literature suggests. Additionally, the thesis introduces a new way to investigate player understanding and learning in games, using real-time data about the player???s brain state. This is particularly useful for game designers creating introductory tutorial mechanisms for their games. The result of this research is useful for both researchers investigating the human brain immersed in the virtual world of a video game and game designers wanting to use real-time user feedback to build their games

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    DOOM: SCARYDARKFAST

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    A close examination about what is considered the most important first-person video game ever made and its influence on how we play games toda
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