35,358 research outputs found

    In search of no-loss strategies for the game of Tic-tac-toe using a customized genetic algorithm

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    The game of Tic-tac-toe is one of the most commonly known games. This game does not allow one to win all the time and a significant proportion of games played results in a draw. Thus, the best a player can hope is to not lose the game. This study is aimed at evolving a number of no-loss strategies using genetic algorithms and comparing them with existing methodologies. To efficiently evolve no-loss strategies, we have developed innovative ways of representing and evaluating a solution, initializing the GA population, developing GA operators including an elite preserving scheme. Interestingly, our GA implementation is able to find more than 72 thousands no-loss strategies for playing the game. Moreover, an analysis of these solutions has given us insights about how to play the game to not lose it. Based on this experience, we have developed specialized efficient strategies having a high win-to-draw ratio. The study and its results are interesting and can be encouraging for the techniques to be applied to other board games for finding efficient strategies

    Thereʌs no ʻIʌ in ʻEmergency Management Team:ʌ designing and evaluating a serious game for training emergency managers in group decision making skills

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    Serious games are games that are designed to educate rather than entertain. The game outlined and evaluated here was commissioned and designed as a tool to improve the group decision making skills of people who manage real-world emergencies such as floods, fires, volcanoes and chemical spills. The game design exploits research on decision making groups and applies pedagogically sound games design principles. An evaluation of the game design was carried out based on a paper prototype. Eight participants were recruited and assigned to two groups of four participants each. These groups were video recorded while playing the game and the video was analysed in terms of game actions and member participation. Results indicate that the group who behaved in a more appropriate manner for a decision making group were rewarded with more positive feedback from the game state. These findings suggest that the game itself delivers appropriate feedback to players on their collaborative behaviour and is thus fit for the purposes intended in the current project

    Language-GAME-Players: Articulating the pleasures of ‘violent’ game texts

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    Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the influence and impact of their engagement with screen-mediated depictions of violence. Historically, such viewpoints have been derived from the controlled experimentation of modernist psychology, which constitutes the most sustained and prominent enquiries into the consequences of individual participation in, and viewing of, simulated violence. In espousing an impersonal approach, psychological research has opted not to demonstrate any understanding of the properties of the particular games or the medium its findings have been used to denigrate. Neither does its research possess broader awareness of the social dimensions of play or the productivity inherent in the practices of its surrounding cultures. This paper introduces findings taken from a two-year project that attempted to draw together what have essentially remained separate lines of inquiry – the critical and analytical scrutiny of Game Studies applied to understanding the pleasures of engagement with game violence. The aim of this research was to achieve a more contextual understanding of texts that utilise violence from the perspective of young people that opt to experience them as an entertainment form. In doing so, a range of qualitative methods were employed to encourage game players to present their viewpoints and offer a voice that is all too often absent from the ‘one-way debate’ attached to the representation of violence within games

    An empirical analysis of ‘challenge’ as a motivational factor for educational games

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    Since one of the most basic and important predictors of student achievement is the amount of time a student spends engaged in learning (or time-on-task; Karweit, 1984; Frederick & Walberg, 1980); and because computer games are hugely successful at motivating users to spend time-on-task (Dondlinger, 2007; Gee, 2003; Mayo, 2007), there has understandably been a great deal of recent interest in harnessing the motivational qualities of computer games in order to create powerful, engaging educational tools (i.e., Gee, 2003; Pivec, 2007; Ruben, 1999). However, to date very little empirical academic research has investigated how, exactly, games achieve these motivational qualities. If we are to create games that produce genuinely educational outcomes, we must understand what exactly it is about games that make them so good at maintaining the player’s motivation to continue playing

    The role of motion analysis in elite soccer

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    The optimal physical preparation of elite soccer (association football) players has become an indispensable part of the professional game especially due to the increased physical demands of match-play. The monitoring of players’ work-rate profiles during competition is now feasible through computer-aided motion analysis. Traditional methods of motion analysis were extremely labour intensive and were largely restricted to university- based research projects. Recent technological developments have meant that sophisticated systems, capable of quickly recording and processing the data of all players’ physical contributions throughout an entire match, are now being used in elite club environments. In recognition of the important role motion analysis now plays as a tool for measuring the physical performance of soccer players, this review critically appraises various motion analysis methods currently employed in elite soccer and explores research conducted using these methods. This review therefore aims to increase the awareness of both practitioners and researchers of the various motion analysis systems available, identify practical implications of the established body of knowledge, while highlighting areas that require further exploration

    Serious Game Evaluation as a Meta-game

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    Purpose – This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach – In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team. Findings – The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience. Practical implications – This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user. Originality/value – Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team

    Methodologies for evaluating the playability of mobile games:systematic literature review

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    TiivistelmÀ. The gaming industry has been growing rapidly during the past years due to the interest of the new generations in mobile gaming. To deliver a great experience for the gamers, it is required for the gaming companies to produce games that are challenging but at the same time easy to play. To achieve this, it is required to understand the factors that affect the gaming experience. Playability is a term that is used to understand the usability of a game and its experience. The purpose of this thesis was to understand what is known related to the playability of mobile games and to identify the methodologies that are used by the community to evaluate this phenomenon. To find the answers to these questions, it was performed a systematic literature review (SLR) using the databases Scopus, IEEE Xplore, and Web of Science. After conducting the SLR, 1,390 studies related to the playability of mobile games were found from which 27 were identified as primary studies of this research. From the data collected from the primary studies, there were identified 12 different methodologies that are used for evaluating the playability of mobile games. The methodologies that are most suitable to assess the playability of mobile games are heuristic evaluation and playtesting. Other methodologies can be used for evaluating the playability of mobile games, but they must include a set of heuristics that allows evaluating the playability. The limitations of the research were mentioned, and it was proposed topics for future research of this field. The contribution of this thesis is the summarizing of the current methodologies that are used to understand and evaluate the playability of mobile games. The results of this thesis are valuable for game developers, game designers, and game usability practitioners
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