36,495 research outputs found

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    Motivational game design patterns of ’ville games

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    The phenomenal growth of social network games in the last five years has left many game designers, game scholars, and long-time game players wondering how these games so effectively engage their audiences. Without a strong understanding of the sources of appeal of social network games, and how they relate to the appeal of past games and other human activities, it has proven difficult to interpret the phenomenon accurately or build upon its successes. In this paper we propose and employ a particular approach to this challenge, analyzing the motivational game design patterns in the popular ‘Ville style of game using the lenses of behavioral economics and behavioral psychology, explaining ways these games engage and retain players. We show how such games employ strategies in central, visible ways that are also present (if perhaps harder to perceive) in games with very different mechanics and audiences. Our conclusions point to lessons for game design, game interpretation, and the design of engaging software of any type

    Wheelchair-based game design for older adults

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    Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM

    Exploring Training-led Approaches to Responsible Game Design

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    Describing, understanding and mitigating product-related risk is one of the fastest growing priorities for the gambling industry, regulators and all those concerned to minimise gambling-related harm. However, it is also one of the most challenging priorities. This conference paper will consider the feasibility, application and potential impact of a training-led approach to responsible game design, within IGT. In this presentation, we will review the need for industry to manage product-related risk. We will also briefly examine the existing theory and evidence around responsible game design. Practical examples of the types of training content and delivery under consideration will also be included. We will also examine the advantages and disadvantages of a training-led approach. Finally, we will explore the important question of ‘impact’ and outline future priorities and challenges for designing sustainable games in the gambling industry. Implications: Managing risks posed by gambling games has become a priority for gambling regulators, industry and other concerned stakeholders. In this presentation, we will discuss the critically important questions and share our current thinking, with examples, of what we think is a positive step in the right direction
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