5 research outputs found

    StABLE: Making Player Modeling Possible for Sandbox Games

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    Digital games are increasingly delivered as services. Understanding how players interact with games on an ongoing basis is important for maintenance. Logs of player activity offer a potentially rich window into how and why players interact with games, but can be difficult to render into actionable insights because of their size and complexity. In particular, understanding the sequential behavior in-game logs can be difficult. In this thesis, we present the String Analysis of Behavior Log Elements (StABLE) method, which renders location and activity data from a game log file into a sequence of symbols which can be analyzed using techniques from text mining. We show that by intelligently designing sequences of features, it is possible to cluster players into groups corresponding to experience or motivation by analyzing a dataset containing Minecraft game logs. The findings demonstrate the validity of the proposed method, and illustrate its potential utility in mining readily available data to better understand player behavior

    Um modelo para constru??o de gamifica??o personalizada com base nos frameworks hexad e 6D

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    O objetivo deste trabalho ? construir um modelo para a gamifica??o personalizada, que se baseia nos frameworks Hexad e 6D. Para fins de avalia??o, coletamos dados durante a aplica??o das gamifica??es criadas para as disciplinas de Introdu??o ? Programa??o e Algoritmo e Programa??o Estruturada do curso de Redes de Computadores e Sistemas para Internet no Instituto Federal da Para?ba (IFPB). Por isso, o nosso modelo tem como objetivo fornecer uma forma sistem?tica de construir gamifica??o personalizada para auxiliar os profissionais que a utilizam, assim como atrair mais jogadores/usu?rios. Em seguida, realizamos um mapeamento sistem?tico da literatura para melhor entender as necessidades de gamifica??o. Descobrimos que, na maioria das vezes, as gamifica??es s?o criadas sem um foco espec?fico nos usu?rios e sem um modelo pensado para guiar sua cria??o. Para verificar a efic?cia de nossa abordagem, criamos duas gamifica??es, uma gen?rica e outra personalizada, que foram aplicadas nas turmas. Durante o processo de cria??o do modelo, usamos alguns passos pr?-fixados do framework 6D e levamos em considera??o o perfil de jogador/usu?rio com base no framework Hexad. Ao final, avaliamos o que os professores acharam do modelo e se a gamifica??o personalizada mostrou melhores resultados do que a gamifica??o gen?rica. Ap?s o levantamento do perfil dos alunos, foi aplicado com os professores o modelo proposto para cria??o de gamifica??es personalizadas para cada turma. Uma an?lise cr?tica seguiu-se a cada aplica??o, juntamente com question?rios semiabertos online, para avaliar o comportamento e a influ?ncia dos alunos. Os resultados admitem que os alunos preferem a gamifica??o personalizada, embora sejam detectados alguns elementos a serem aprimorados na gamifica??o gen?rica utilizada na turma do professor C1. No entanto, na turma do professor C2, os resultados da an?lise revelaram uma prefer?ncia quase igualit?ria de ambas as gamifica??es. Al?m disso, os professores sentiram-se satisfeitos com a abordagem proposta e com a gamifica??o personalizada

    Why so serious?:game-based learning in health profession education: state of the art and future directions

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    If you look around carefully, you see a lot of use of game elements that aim to motivate people towards a certain behaviour. From smileys on posts that aim to lower your driving speed, to earning stars in language learning apps. Game-based learning is the use of game elements to make learning more attractive and to encourage people to continue their learning. This is logical right? The longer you learn, the better the outcome. Or not? This doctoral thesis examines the effects of using game-based learning in medical education. Why and when should it be applied? We have investigated whether it is advisable to develop a game suitable for everyone. We discovered that there are 5 different game personas (player types): competitors, socializers, social achievers, explorers and trolls. Everyone has their own preferences when it comes to social interactions and achieving goals within a game. From this we were able to develop a taxonomy, which has been tested at almost all medical universities in the Netherlands. It shows that medical students are mainly socially oriented players. While most game based learnings are not at all. This doctoral research can offer perspective in current developments, gives direction where it could go, but also has a critical note on the use of game-based learning that is should not be applied too much

    Exploiting physiological changes during the flow experience for assessing virtual-reality game design.

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    Immersive experiences are considered the principal attraction of video games. Achieving a healthy balance between the game's demands and the user's skills is a particularly challenging goal. However, it is a coveted outcome, as it gives rise to the flow experience – a mental state of deep concentration and game engagement. When this balance fractures, the player may experience considerable disinclination to continue playing, which may be a product of anxiety or boredom. Thus, being able to predict manifestations of these psychological states in video game players is essential for understanding player motivation and designing better games. To this end, we build on earlier work to evaluate flow dynamics from a physiological perspective using a custom video game. Although advancements in this area are growing, there has been little consideration given to the interpersonal characteristics that may influence the expression of the flow experience. In this thesis, two angles are introduced that remain poorly understood. First, the investigation is contextualized in the virtual reality domain, a technology that putatively amplifies affective experiences, yet is still insufficiently addressed in the flow literature. Second, a novel analysis setup is proposed, whereby the recorded physiological responses and psychometric self-ratings are combined to assess the effectiveness of our game's design in a series of experiments. The analysis workflow employed heart rate and eye blink variability, and electroencephalography (EEG) as objective assessment measures of the game's impact, and self-reports as subjective assessment measures. These inputs were submitted to a clustering method, cross-referencing the membership of the observations with self-report ratings of the players they originated from. Next, this information was used to effectively inform specialized decoders of the flow state from the physiological responses. This approach successfully enabled classifiers to operate at high accuracy rates in all our studies. Furthermore, we addressed the compression of medium-resolution EEG sensors to a minimal set required to decode flow. Overall, our findings suggest that the approaches employed in this thesis have wide applicability and potential for improving game designing practices
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