1,532 research outputs found

    Creating Evaluation Profiles for Games Designed to be Fun: An Interpretive Framework for Serious Game Mechanics

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    Background. Games can be great pedagogical tools for educators and students. COTS games (commercial-off-the-shelf) are designed for the pure purpose of leisure but can also contain educational value. Aim. In this paper, we address the potential of COTS games as serious games. We develop an interpretive evaluation framework that can identify the educational value in COTS games. Application. The presented framework can create evaluative profiles of the learning, social, game, and immersive mechanics of COTS games as educational tools. Moreover, the framework can position COTS games between four intertwined dimensions, namely pedagogical, design, knowledge, and sociotechnical considerations. Demonstration. To validate the practical application of the interpretive framework, we apply it to a real-world example. Our demonstration reveals the usefulness of the framework. Conclusions. The framework enables critical reflection on the game mechanics; thereby capturing the complexity of the game mechanics that makes COTS game both educational and fun to play. </jats:p

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    Prospects for large-scale financial systems simulation

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    As the 21st century unfolds, we find ourselves having to control, support, manage or otherwise cope with large-scale complex adaptive systems to an extent that is unprecedented in human history. Whether we are concerned with issues of food security, infrastructural resilience, climate change, health care, web science, security, or financial stability, we face problems that combine scale, connectivity, adaptive dynamics, and criticality. Complex systems simulation is emerging as the key scientific tool for dealing with such complex adaptive systems. Although a relatively new paradigm, it is one that has already established a track record in fields as varied as ecology (Grimm and Railsback, 2005), transport (Nagel et al., 1999), neuroscience (Markram, 2006), and ICT (Bullock and Cliff, 2004). In this report, we consider the application of simulation methodologies to financial systems, assessing the prospects for continued progress in this line of research

    Countdown VR: a Serious Game in Virtual Reality to Develop Mental Computation Skills

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    Virtual reality (VR) can be utilized to create video games exploring novel ways to control and interact with the environment. VR can be employed to revisit, extend, and enhance old video games to give them a new lease of life. In this paper, we describe the game Countdown VR in which players must use mental computation to reach a target number. Mental computation is used in everyday life, it is used for quick calculations and estimations. Countdown VR is a serious game designed and implemented using the Learning Mechanics-Game Mechanics framework. We provide an analysis of different approaches for determining the difficulty level of the game based on a number and target to attain and a selection of numbers combined to reach the target. We assess the user's performance and user's experience in the game, with questionnaires to quantify the related workload, usability, flow, motivation, and potential symptoms of users playing the game. The results provide key information related to the relationships between the subjective and objective evaluations of the proposed VR game by players, with a high correlation between VR sickness questionnaires, and moderate correlations between usability and motivation, flow and motivation

    The quest for ludonarrative : designing a ludonarrative analytical framework for analysis and design of ludonarrative in games through analysed case studies : Hollow Knight, Celeste, and Brothers: A Tale of Two Sons

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    games have grown into the largest entertainment media in the world, significant research into the social, economic, and cultural impact of games has been conducted. However, investigation into the aesthetic and sense-making capacity of games is less well represented. Specifically, the intersection and synthesis of game narrative and gameplay, known as ludonarrative, is under theorised. This thesis addresses this gap by developing a framework for analysing and designing ludonarrative in games and testing it against three case studies; Hollow Knight, Celeste, and Brothers: A Tale of Two Sons. The thesis includes an extensive literature review which identifies theories and frameworks to construct the Ludonarrative Analytic Framework (LAF), with close playing providing the data for case study analysis. In addition to the LAF, this thesis contributes analysis of the artistic value of the three case studies and furthers the conversation about games’ capacity and methods for storytelling

    Artificial Intelligence in Education as a Rawlsian Massively Multiplayer Game : A Thought Experiment on AI Ethics

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    In this chapter, we reflect on the deployment of AI as a pedagogical and educational instrument. When AI enters into classrooms, it becomes as a project with diverse members who have differing stakes, and it produces various socio-cognitive-technological questions that must be discussed. Furthermore, AI is developing fast and renders obsolete old paradigms for, e.g. data access, privacy, and transparency. AI may bring many positive consequences in schools — not only for individuals, or teachers, but for the educational system as a whole. On the other hand, there are also serious risks. Thus, the analysis of the educational uses of AI in future schools pushes us to compare the possible benefits (for example, using AI-based tools for supporting different learners) with the possible risks (for example, the danger of algorithmic manipulation, or a danger of hidden algorithmic discrimination). Practical solutions are many, for example the Solid protocol by Tim Berners-Lee, but are often conceived as solutions to single problems, with limited application. We describe a thought experiment: "education as a massively multiplayer social online game". Here, all actors (humans, institutions, AI agents and algorithms) are required to conform to the definition of a player: which is a role designed to maximise protection and benefit for human players. AI models that understand the game space provide an API for typical algorithms, e.g. deep learning neural nets or reinforcement learning agents, to interact with the game space. Our thought experiment clarifies the steep challenges, and also the opportunity, of AI in education.Peer reviewe

    Non-determinism in the narrative structure of video games

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    PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular
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