3,143 research outputs found
Optimizing Player and Viewer Amusement in Suspense Video Games
Broadcast video games need to provide amusement to both players and audience. To achieve
this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles.
Suspense is typically achieved in video games by controlling the amount of delivered information about
the location of the threat. However, previous research suggests that players need more frequent information
to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order
to obtain models that maximize amusement for both interactive and passive audiences, we conducted an
experiment in which a group of subjects played a suspenseful video game while another group watched it
remotely. The subjects were asked to report their perceived suspense and amusement, and the data were
used to obtain regression models for two common strategies to evoke suspense in video games: by alerting
when the threat is approaching and by random circumstantial indications about the location of the threat.
The results suggest that the optimal level is reached through randomly providing the minimal amount of
information that still allows players to counteract the threat.We reckon that these results can be applied to a
broad narrative media, beyond interactive games
Optimising safe systems of work using virtual reality (VR) to enhance rescue and evacuation skills
The ability to implement a safe system of work is an important skillset for everyday tasks, most especially for wind technicians working at height in the renewables sector of the construction industry. An effective and safe control measure is critical to the success of every work at height activity. For wind technicians, the use of VR can potentially be deployed as a stop-gap tool useful for optimizing the retention of core rescue and evacuation skills. VR can serve as a useful tool for intermediate practice drills between formal two-year training as most technicians are unlikely to perform any emergency rescue within the timeframe. The significance of deploying VR tool for promoting rescue and evacuation skill retention is based on the premise that the ability of humans to recall specific rescue steps may not be as strong as it is generally assumed. Therefore, this preliminary study aims to design a prototype VR rescue game using realistic graphics to add depth and realism to the game. The number of players will be one at a time and the game play is averagely 5 - 10 minutes per session with purposive target audience (wind technicians, construction professionals, and students) required for user experience and usability testing. The VR simulation serves as a useful source for reinforcing wind technician’s hands-on rescue and evacuation skills, thus improving safe work practices.<br/
Proceedings of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games
These proceedings contain the papers presented at the Workshop on Adaptive approaches
for Optimizing Player Satisfaction in Computer and Physical Games held at the Ninth
international conference on the Simulation of Adaptive Behavior (SAB’06): From
Animals to Animats 9 in Rome, Italy on 1 October 2006.
We were motivated by the current state-of-the-art in intelligent game design using
adaptive approaches. Artificial Intelligence (AI) techniques are mainly focused on
generating human-like and intelligent character behaviors. Meanwhile there is generally
little further analysis of whether these behaviors contribute to the satisfaction of the
player. The implicit hypothesis motivating this research is that intelligent opponent
behaviors enable the player to gain more satisfaction from the game. This hypothesis may
well be true; however, since no notion of entertainment or enjoyment is explicitly
defined, there is therefore little evidence that a specific character behavior generates
enjoyable games.
Our objective for holding this workshop was to encourage the study, development,
integration, and evaluation of adaptive methodologies based on richer forms of humanmachine
interaction for augmenting gameplay experiences for the player. We wanted to
encourage a dialogue among researchers in AI, human-computer interaction and
psychology disciplines who investigate dissimilar methodologies for improving gameplay
experiences. We expected that this workshop would yield an understanding of state-ofthe-
art approaches for capturing and augmenting player satisfaction in interactive systems
such as computer games.
Our invited speaker was Hakon Steinø, Technical Producer of IO-Interactive, who
discussed applied AI research at IO-Interactive, portrayed the future trends of AI in
computer game industry and debated the use of academic-oriented methodologies for
augmenting player satisfaction. The sessions of presentations and discussions where
classified into three themes: Adaptive Learning, Examples of Adaptive Games and Player
Modeling.
The Workshop Committee did a great job in providing suggestions and informative
reviews for the submissions; thank you! This workshop was in part supported by the
Danish National Research Council (project no: 274-05-0511). Finally, thanks to all the
participants; we hope you found this to be useful!peer-reviewe
Player–video game interaction: A systematic review of current concepts
International audienceVideo game design requires a user-centered approach to ensure that the experience enjoyed by players is as good as possible. However, the nature of player-video game interactions has not as yet been clearly defined in the scientific literature. The purpose of the present study was to provide a systematic review of empirical evidences of the current concepts of player-video game interactions in entertainment situations. A total of 72 articles published in scientific journals that deal with human-computer interaction met the criteria for inclusion in the present review. Major findings of these articles were presented in a narrative synthesis. Results showed that player-video game interactions could be defined with multiple concepts that are closely linked and intertwined. These concepts concern player aspects of player-video game interactions, namely engagement and enjoyment, and video game aspects, namely information input/output techniques, game contents and multiplayer games. Global approaches, such as playability, also exist to qualify player-video game interactions. Limitations of these findings are discussed to help researchers to plan future advances of the field and provide supplementary effort to better know the role of less-studied aspects. Practical implications are also discussed to help game designers to optimize the design of player-video game interactions
Interactions Between Patterns of Gamer Behaviors and Time-on-Task for Mathematics Remediation in a Game-based HIVE
As the presence of digital game-based learning increases in United States classrooms, understanding their impact on achievement is critical. Digital games for learning offer many potential benefits, including reducing the number of students trapped in a remediation cycle, a contributor to college dropout. Despite the recognized potential of game-based learning, few researchers have explored the relationships between specific patterns of behaviors and types of digital game-based learning environments. The underlying theory for this study was patterns of gamer behaviors may predict in-game behaviors. Archival, third-party data regarding The Lost Function - Episode 1: Sum of the Forgotten Minds by Advanced Training & Learning Technology, LLC was used in this study. Using 4 case groups at the high school and college levels (n=114), self-reported levels of the 3 patterns of gamer behaviors, gender, and age-band were analyzed using multiple regression to determine relationships to time-on-task in a game-based highly interactive virtual environment, designed for mathematics remediation. While the results were inconclusive, this study supported the existing literature regarding gender differences and the lack of mutual exclusivity in behavior typing. Recommendations include additional research in how the statements used in the 3-factor model may be adjusted to allow for a broader population of game players. The social change implication is that further understanding of the relationship between learner traits and digital learning environment may assist educators that employ digital game-based learning a way to better align learners to the most appropriate digital learning environment, thereby increases their chances at success
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, ‘how can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?’ This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Game AI revisited
More than a decade after the early research efforts on the
use of artificial intelligence (AI) in computer games and the
establishment of a new AI domain the term “game AI” needs
to be redefined. Traditionally, the tasks associated with
game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation
and pathfinding to decision making. Commercial-standard
games developed over the last 15 years and current game
productions, however, suggest that the traditional challenges
of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired
by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial
productions has been mainly due to the lack of constructive communication between academia and industry in the
early days of academic game AI, and the inability of academic game AI to propose methods that would significantly
advance existing development processes or provide scalable
solutions to real world problems. Recently, however, there
has been a shift of research focus as the current plethora
of AI uses in games is breaking the non-player character AI
tradition. A number of those alternative AI uses have already shown a significant potential for the design of better
games.
This paper presents four key game AI research areas that
are currently reshaping the research roadmap in the game
AI field and evidently put the game AI term under a new
perspective. These game AI flagship research areas include
the computational modeling of player experience, the procedural generation of content, the mining of player data on
massive-scale and the alternative AI research foci for enhancing NPC capabilities.peer-reviewe
A critical analysis of mystery in videogames
Historically, videogame research has focused on how different videogame attributes (like challenge, fantasy, control, goals, etc.) impact the player experience. This type of research is important because it can provide insight into how to design more enjoyable videogames. However, very little exists within the current literature that focuses on mystery and its impact on the player experience. This dissertation is concerned with providing the research community with a better understanding of how mystery manifests in videogames and consequently impacts the player experience, specifically curiosity and motivation. To this end, the research questions are: 1. How do players experience mystery in videogames? 2. How do game designers consider mystery when designing their games? 3. What is the relationship between player-centered and designer-centered views of mystery in videogames? 4. What is the impact of player-centered and designer-centered elements of mystery on player motivation?
Such understanding of mystery in videogames is provided in the form of a detailed taxonomy that concentrates on mystery from both the videogame designer and player perspectives. After a thorough review and summary of the related research, this taxonomy was created through two qualitative studies utilizing Grounded Theory. The findings of those studies were validated through an empirical instrument via a third, quantitative study. The conclusions and outcomes of this dissertation provide the gaming community with the knowledge on how to optimize mystery in videogame design which increases player curiosity and motivation. It also offers greater insight to the research community on the impact of mystery, as a videogame attribute, on the player experience. This dissertation describes in detail the methodology and processes of these research studies and how this taxonomy was established, and it explains the impact of this work as well as suggests areas for future work
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