79,557 research outputs found
Using motivation derived from computer gaming in the context of computer based instruction
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstractâ this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game playerâs perception; (ii) the game designersâ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning
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, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â 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 Brechtâs Epic Theatre and Boalâs 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
Attack on the clones: managing player perceptions of visual variety and believability in video game crowds
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a âclone spottingâ activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds
Exploring the cooperative regimes in a model of agents without memory or "tags": indirect reciprocity vs. selfish incentives
The self-organization in cooperative regimes in a simple mean-field version
of a model based on "selfish" agents which play the Prisoner's Dilemma (PD)
game is studied. The agents have no memory and use strategies not based on
direct reciprocity nor 'tags'. Two variables are assigned to each agent at
time , measuring its capital and its probability of cooperation
. At each time step a pair of agents interact by playing the PD
game. These 2 agents update their probability of cooperation as follows:
they compare the profits they made in this interaction with an
estimator and, if , agent
increases its while if the agent
decreases . The 4!=24 different cases produced by permuting the four
Prisoner's Dilemma canonical payoffs 3, 0, 1, and 5 -
corresponding,respectively, to (reward), (sucker's payoff),
(temptation to defect) and (punishment) - are analyzed. It turns out that
for all these 24 possibilities, after a transient,the system self-organizes
into a stationary state with average equilibrium probability of cooperation
= constant .Depending on the payoff matrix, there are
different equilibrium states characterized by their average probability of
cooperation and average equilibrium per-capita-income
().Comment: 11 pages, 5 figure
Cooperation and Self-Regulation in a Model of Agents Playing Different Games
A simple model for cooperation between "selfish" agents, which play an
extended version of the Prisoner's Dilemma(PD) game, in which they use
arbitrary payoffs, is presented and studied. A continuous variable,
representing the probability of cooperation, [0,1], is assigned to
each agent at time . At each time step a pair of agents, chosen at
random, interact by playing the game. The players update their using a
criteria based on the comparison of their utilities with the simplest estimate
for expected income. The agents have no memory and use strategies not based on
direct reciprocity nor 'tags'. Depending on the payoff matrix, the systems
self-organizes - after a transient - into stationary states characterized by
their average probability of cooperation and average equilibrium
per-capita-income . It turns out that the model
exhibit some results that contradict the intuition. In particular, some games
which - {\it a priory}- seems to favor defection most, may produce a relatively
high degree of cooperation. Conversely, other games, which one would bet that
lead to maximum cooperation, indeed are not the optimal for producing
cooperation.Comment: 11 pages, 3 figures, keybords: Complex adaptive systems, Agent-based
models, Social system
Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers
In this article, we present Power Agentâa pervasive game designed to encourage teenagers and
their families to reduce energy consumption in the home. The ideas behind this mobile phonebased
game are twofold; to transform the home environment and its devices into a learning arena
for hands-on experience with electricity usage and to promote engagement via a team competition
scheme. We report on the gameâs evaluation with six teenagers and their families who played the
game for ten days in two cities in Sweden. Data collection consisted of home energy measurements
before, during, and after a game trial, in addition to interviews with participants at the end of
the evaluation. The results suggest that the game concept was highly efficient in motivating and
engaging the players and their families to change their daily energy-consumption patterns during
the game trial. Although the evaluation does not permit any conclusions as to whether the game had
any postgame effects on behavior, we can conclude that the pervasive persuasive game approach
appears to be highly promising in regard to energy conservation and similar fields or issues
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