261 research outputs found
From Playability to a Hierarchical Game Usability Model
This paper presents a brief review of current game usability models. This
leads to the conception of a high-level game development-centered usability
model that integrates current usability approaches in game industry and game
research.Comment: 2 pages, 1 figur
Research at the Institute of electrotechnology in the field of induction heating
The paper informs generally about the activities at the Institute of Electrotechnology in Hannover, Germany in the fields of education and research in Electrotechnology. Several actual research projects are described in detail in the field of induction heating. A second paper written by Baake and Spitans gives an overview about the activities at the institute in induction melting
Trends and Techniques in Visual Gaze Analysis
Visualizing gaze data is an effective way for the quick interpretation of eye
tracking results. This paper presents a study investigation benefits and
limitations of visual gaze analysis among eye tracking professionals and
researchers. The results were used to create a tool for visual gaze analysis
within a Master's project.Comment: pages 89-93, The 5th Conference on Communication by Gaze Interaction
- COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN:
978-87-643-0475-
Gameplay experience in a gaze interaction game
Assessing gameplay experience for gaze interaction games is a challenging
task. For this study, a gaze interaction Half-Life 2 game modification was
created that allowed eye tracking control. The mod was deployed during an
experiment at Dreamhack 2007, where participants had to play with gaze
navigation and afterwards rate their gameplay experience. The results show low
tension and negative affects scores on the gameplay experience questionnaire as
well as high positive challenge, immersion and flow ratings. The correlation
between spatial presence and immersion for gaze interaction was high and yields
further investigation. It is concluded that gameplay experience can be
correctly assessed with the methodology presented in this paper.Comment: pages 49-54, The 5th Conference on Communication by Gaze Interaction
- COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN:
978-87-643-0475-
Full-body motion-based game interaction for older adults
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM
Turning Users\u27 In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework
Adaptive gamification answers the need to customize engagement strategies because users are motivated by different game elements and mechanics. To better understand these individual preferences, user modelling is vital. However, gameful designers must make many decisions on matching profiling data to actual adaptation strategies, which makes modelling particularly challenging. The lack of a standardized and guided process for adaptive gamification hinders replicability, comparability, and complicates making adaptation dynamic. In this study, we analyzed a persuasive gameful application (Play\&Go) to show how in-game behaviours can be translated into adaptation strategies. We used an existing adaptation framework (PEAS) grounded in the games and gamification literature. Our work demonstrates the suitability of the PEAS model as a shared, standardized method for adaptive gamification and shows how it can guide the process of transforming user behaviours into actionable adaptation strategies
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