602 research outputs found

    Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

    Get PDF
    This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process

    Developing Android Role Playing Game for Elementary Music Learning

    Get PDF
    The lack of elementary student’s knowledge and interest about Indonesia’s traditional song can affect the existence of traditional songs. Elementary students prefer to listen to modern songs from the device that they have in their daily life. In the music learning process, the student feels bored because of the monotone learning method, even though music art learning process is an important process to promote student knowledge about Indonesia’s traditional songs. Innovation is needed because of this condition. For example, is the use of technological devices like mobile device in music artlearning.Thisstudyaimstodesignanddevelopanandroidrole-playinggame(RPG) for music learning, especially Indonesia’s traditional songs. This study also analyses the worthiness of android RPG game based on expert judgment validation’s score. Basedonexpertjudgmentvalidation’sscore,themusicartlearningmediacalled“Lagu Nusantara” is worthy of supporting the student to learn about basic of music learning and Indonesia’s traditional songs. The average score is 3.6 for media representation, 4 for the material which presented in this game, and 3.3 for the use of language. The worthinessofthismediaisabove90%(precisely90.83%).Inconclusion,thisRPGgame can use by teachers or students to promote music art learning process, especially about Indonesia’s traditional songs.     Keywords: role-playing game, Android, music art, Indonesia’s traditional son

    En’s Adventure: Exploring Modern Design Mechanics in Retro Adventure Games

    Get PDF
    This project focuses creating a small game prototype that can be used to build a full game around. The primary focus is to create a short experience to establish the mechanics and gameplay of the game. Games made in the style of retro games are released every year, but most of these games strive to provide the same experience from the late 1980s. The project is a top down 2D retro adventure game made using modern techniques and learning from game development in the 30 years since these games were released

    Affective level design for a role-playing videogame evaluated by a brain\u2013computer interface and machine learning methods

    Get PDF
    Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain\u2013computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks

    A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity

    Get PDF
    [Background] The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity. [Aim] This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. [Method] Cyberethnographic fieldwork including participant observation at larps between 2015 and 2018 forms the data basis for this article, followed by qualitative interviews with larp organizers, larp writers, and designers of analog games as well as observations online in respective webforums. [Results] Replays, novelized transcripts of play sessions, have been an entry point into analog role-playing in Japan since the 1980s. With the advent of video sharing sites, replays moved from the book to audio-visual records and a focus on horror games. Creating a fertile ground for this genre, the first indigenous Japanese larp rulebook built on this interest and the ease of access, namely that players do not need elaborate costumes or equipment to participate in modern horror. [Discussion] The dominant form of larps in Japan are one-room games, that work well with horror mysteries and function as a low threshold of accessibility. Furthermore, the emotional impact of horror larps, the affective interaction between players and their characters, allows for memorable experiences and so continues to draw in new players and organizers

    How to Engage Users through Gamification: The Prevalent Effects of Playing and Mastering over Competing

    Get PDF
    Over recent years, gamification has been a frequent strategy to increase user engagement. Gamification of systems is usually associated with incorporating mechanisms for attributing points and badges to guide users\u27 behaviors. However, since the dawn of the digital game industry in the 1980\u27s, Malone\u27s work has shown that the desire to play and master a game are important motivations to engage users. This paper aims to analyze the most engaging factors for gamers in the current context of technology. Using a sample of 717 users whose game preferences were classified into eight categories, representing different emphasis on playing, mastering, and competing, results show that competing is the least important factor to motivate engagement. As a consequence, we question the relevance of some of the most used gamification strategies like attributing points, badges, and reputation to participants. Additionally, we offer some suggestions for development of gamification of systems

    Developing cooperative integrated reading and composition-based role-playing game application as an alternative media in the reading learning

    Get PDF
    The objective of this study is to develop Role-Playing Game (RPG) application as an alternative media in reading learning. The developed RPG application is based on Cooperative Integrated Reading and Composition (CIRC). The implementation of the developed RPG application is aimed to provide learning materials of reading skill in more attractive way to generate an innovative learning environment in which the students will not be uninterested in the learning process. The study is education research and development (R&amp;D) which consisted of research and information collecting, planning, developing product form, expert validation, product revision, field testing and developing final product.  The subjects are the students and English teachers from one of vocational schools in Pati, Central Java, Indonesia. The instruments of this research are observation, documentation and questionnaire. Using qualitative and quantitative data analysis, the media developed contained some texts and it belonged to good category as the result of validation from material and media experts. After the developed media was used in reading learning, it was found that the students had positive response toward it. Thus, it can be deduced that the RPG application developed can be used as a media in learning process of reading skill.</p

    Designing positive behavior change experiences: a systematic review and sentiment analysis based on online user reviews of fitness and nutrition mobile applications

    Get PDF
    While mobile devices have become ubiquitous, illnesses derived from poor lifestyle habits are on the rise. However, our understand ing of design mechanisms that induce healthier behavior change through mobile devices is still limited. Using the BCT Taxonomy, and online user reviews as an indicator of experience satisfaction, we make a three-folded contribution to designing interactive sys tems for behavior change: (i) a systematic review of applications for physical activity and healthier eating habits, coding BCTs; (ii) sentiment analysis performed on 20492 review sentences of these apps; and (iii) design implications regarding the implementation features for each BCT cluster, considering the highest-scored fea tures in terms of sentiment analysis. Positive expressions referred to the framing/reframing technique. Contrarily, negative expres sions were mostly related to reward and threat. Findings from this study can be used to benchmark interactions between users and behavior change interfaces, and provide design insights to support positive user experiences.info:eu-repo/semantics/publishedVersio
    corecore