4,767 research outputs found

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

    Get PDF
    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular

    Procedural content generation in gaming via evolutionary algorithms

    Get PDF
    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Science and Advanced Analytics, specialization in Data ScienceThe aim of this thesis is to investigate the possibility of creating content using the Genetic Algorithms. To this end a simple system of interconnected algorithms were developed using concepts from Role Playing Games, specifically Dungeons and Dragons to create game content as characters, quests, and encounters. To be able to produce context, subsystems of map, character, quest, and encounter generators were created. These systems or engines not only define the game space to be populated, but they also provide each other input to create maps, quests, locations, animals, and events that are sensible and coherent. Randomness of the generation was essential as such a variety of noise maps and random number generation were added to every engine in the system. Layered or singular noise maps allowed for logical assumptions to be made, like seeing camels in a location with no rain and high temperatures. With the base truth coming from a random noise map such as danger, civilisation, faction etc., each system built on top of each other can get more complex. There are several Genetic Algorithms with custom operators within the system. These algorithms take their inputs and individuals from the respective engines and tie them all to each other through their physical coordinates in the gaming space. The most impactful part of these algorithms is the Fitness Functions defined with concepts from literature or CGI. The proposed system can populate a game space with elements of desired attributes given the constraints. The output produced consists of coherently tied story beats with some attributes already set. Even in this simple level, this can allow not only game designers but anyone who wants to build any kind of fictional work

    The Official Student Newspaper of UAS

    Get PDF
    UAS Answers: everybody's got one... -- What Shall We Do With Our Heroes? -- UAS In Brief -- Study Away: Rennes, France -- Breathe in... breathe out... -- Whalesong Reporters needed! -- Radio UAS Spotlight -- Frustration: a common side effect from reading -- Salmon Social -- We are here to help -- Google resources and you -- Addressing the elephant in the room -- Off campus calendar -- On campus calendar -- Alaskans celebrate first official Indigenous People's Da

    Incorporating characteristics of human creativity into an evolutionary art algorithm

    Get PDF
    A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically

    Bio-Inspired Resource Allocation for Relay-Aided Device-to-Device Communications

    Full text link
    The Device-to-Device (D2D) communication principle is a key enabler of direct localized communication between mobile nodes and is expected to propel a plethora of novel multimedia services. However, even though it offers a wide set of capabilities mainly due to the proximity and resource reuse gains, interference must be carefully controlled to maximize the achievable rate for coexisting cellular and D2D users. The scope of this work is to provide an interference-aware real-time resource allocation (RA) framework for relay-aided D2D communications that underlay cellular networks. The main objective is to maximize the overall network throughput by guaranteeing a minimum rate threshold for cellular and D2D links. To this direction, genetic algorithms (GAs) are proven to be powerful and versatile methodologies that account for not only enhanced performance but also reduced computational complexity in emerging wireless networks. Numerical investigations highlight the performance gains compared to baseline RA methods and especially in highly dense scenarios which will be the case in future 5G networks.Comment: 6 pages, 6 figure

    "A serious business with plenty to play for: The PC, console and mobile gaming sector"

    Get PDF
    Not only the gamescom fair in Cologne and the games convention fair in Leipzig have recently shown that the often ridiculed games industry (PC, console and mobile gaming) has long since matured into a serious economic sector on a par with the film industry. Since the days of TV games the gaming sector has been one of the fastest-growing areas of the media business. The process of change within the sector continues apace, driven by technical, societal and economic factors. This change is focused on the distribution channels, the revenue models, the development processes and the target demographics.IT, games, economics, demographics

    Observations on Experience and Flow in Movement-Based Interaction

    Get PDF
    Movement-based interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ interaction between user and interface. Often these interfaces mediate between players of a game. Obviously, one of the players may be a virtual human. We embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the interaction. Intelligent movement-based interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged in the interaction. Issues that will be discussed in this chapter are ‘flow’ and ‘immersion’ for movement-based interfaces and we look at the possible role of interaction synchrony to measure and support engagement

    Analysing the relevance of experience partitions to the prediction of players’ self-reports of affect

    Get PDF
    A common practice in modeling affect from physiological signals consists of reducing the signals to a set of statistical features that feed predictors of self-reported emotions. This paper analyses the impact of various time-windows, used for the extraction of physiological features, to the accuracy of affective models of players in a simple 3D game. Results show that the signals recorded in the central part of a short gaming experience contain more relevant information to the prediction of positive affective states than the starting and ending parts while the relevant information to predict anxiety and frustration appear not to be localized in a specific time interval but rather dependent on particular game stimuli.peer-reviewe

    Parameter Estimation of Social Forces in Crowd Dynamics Models via a Probabilistic Method

    Get PDF
    Focusing on a specific crowd dynamics situation, including real life experiments and measurements, our paper targets a twofold aim: (1) we present a Bayesian probabilistic method to estimate the value and the uncertainty (in the form of a probability density function) of parameters in crowd dynamic models from the experimental data; and (2) we introduce a fitness measure for the models to classify a couple of model structures (forces) according to their fitness to the experimental data, preparing the stage for a more general model-selection and validation strategy inspired by probabilistic data analysis. Finally, we review the essential aspects of our experimental setup and measurement technique.Comment: 20 pages, 9 figure

    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

    Get PDF
    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
    • 

    corecore