26 research outputs found

    Analysis of Matchmaking Optimization Systems Potential in Mobile eSports

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    Matchmaking systems are one of the core features of experience in online gaming. They influence player satisfaction, engagement, and churn risk. The paper looks into the current state of the theoretical and practical implementation of such systems in the mobile gaming industry. We propose a basic classification of matchmaking systems into random and quasi-random, skill-based, role-based, technical factor-based, and engagement based. We also offer an analysis of matchmaking systems in 16 leading mobile Esport games. The dominant industry solution is skill and rank based systems with a different level of skill depth measurement. In the further part of the paper, we present a theoretical model of engagement and a time-optimized model

    INDCOR White Paper 2: Interactive Narrative Design for Representing Complexity

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    This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1). It presents an overview of Interactive Digital Narratives (IDNs) design for complexity representations through IDN workflows and methodologies, IDN authoring tools and applications. It provides definitions of the central elements of the IDN alongside its best practices, designs and methods. Finally, it describes complexity as a feature of IDN, with related examples. In summary, this white paper serves as an orienting map for the field of IDN design, understanding where we are in the contemporary panorama while charting the grounds of their promising futures.Comment: 11 pages, This whitepaper was produced by members of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR - https://indcor.eu

    INDCOR white paper on the Design of Complexity IDNs

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    This white paper was written by the members of the Work Group focusing on design practices of the COST Action 18230 - Interactive Narrative Design for Complexity Representation (INDCOR, WG1). It presents an overview of Interactive Digital Narratives (IDNs) design for complexity representations through IDN workflows and methodologies, IDN authoring tools and applications. It provides definitions of the central elements of the IDN alongside its best practices, designs and methods. Finally, it describes complexity as a feature of IDN, with related examples. In summary, this white paper serves as an orienting map for the field of IDN design, understanding where we are in the contemporary panorama while charting the grounds of their promising futures

    Complexity in simulation gaming

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    The paper offers another look at the complexity in simulation game design and implementation. Although, the topic is not new or undiscovered the growing volatility of socio-economic environments and changes to the way we design simulation games nowadays call for better research and design methods. This paper offers an interdisciplinary look at the role and place of complexity from two perspectives. The first perspective is knowledge building and dissemination about complexity in simulation gaming. Second, perspective is the role the complexity plays in building and implementation of the simulation gaming as a design process. In the last section, the author offers a new look at the complexity of the simulation game itself and perceived complexity from the player perspective

    The Game Within the Simulation Game the Research Method Concept and Project With Game Design Implementation

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    The following paper discusses the idea of a double-game structure within one course. The first game is a classic top management business simulation game played in teams, while the second game is an investment game played on an individual basis. The investment game will be based on the industry data drawn from the first game and will be graded based on the average industry return ratio. This course structure should help students remain more motivated and focused than a business simulation alone and satisfies their desire to be graded based on both participation within a team and on individual performance. In order to analyze the effects of such an idea, an experiment is designed to compare groups of master’s degree-level students with business simulation alone with those using the simulation with the investment game incorporated. The experiment will be focused both on the game results and students’ motivation. In order to design a new game based on investment decisions, a pilot study was conducted. This paper presents an analysis of the gathered data and conclusions regarding the creation of the main experiment based on the investment game

    Leo Investor

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    This is simple investment game, which can be placed on the top of business simulation game. It can be played in two modes. The competition mode, in which you can upload data from your current business simulation games, you can also decide which information are visible for the players. The automatic mode, in this mode game is played based on the predefined scenario and player decides when to finish current round and go for another round. This mode is primarily used for research purposes. The investment game was designed to be very simple. At the beginning of the course, every game participant is granted with 100,000 virtual currency and is free to buy shares of companies present in the game. Decisions to buy/sell/hold are available to them at every decision round, and they have to make choices before the decision round finishes. During the game, participants are free to allocate their portfolio of shares/money, and at the end of each round, the value of every participant portfolio will be recalculated, and new accounts value are presented for each student

    HOTEL STARS game ready-to-play

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    Workshop will feature English version of the OTEL STARS game. HOTEL STARS is a web browser-based game; participants play against a computer-modeled industry. The game is designed to be played on PCs and tablet computers. Since this business simulation game relies on a touch screen interface, the process of its creation required a new approach to interface design. Instead of following a classic decision tree model, we created a completely new distribution design. Every decision involves a maximum of two clicks or touches and th

    Implementation of a Multilevel Game Structure for Increasing Training Effectiveness

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    Raport z badań prezentowany w artykule pokazuje wpływ podwójnej struktury gry, wdrożonej do jednego kursu akademickiego. Pierwsza gra to klasyczna kierownicza gra biznesowa, rozgrywana w 4–5-osobowych zespołach. Druga to inwestycyjna gra rozgrywana na poziomie indywidualnym. Gra inwestycyjna czerpie swoje dane z gry grupowej i jej celem jest maksymalizacja wyników inwestycyjnych bazujących na dynamicznym celu opartym na średnich wynikach z rozgrywanej gry kierowniczej. Zadaniem tej struktury gry jest motywowanie studentów do lepszego i pełniejszego analizowania raportów spółek oraz budowania lepszej strategii decyzyjnej. W artykule analizowane są wyniki gry inwestycyjnej na poziomie indywidualnym oraz gry kierowniczej w porównaniu do grupy kontrolnej.The report on research presented in the article shows the impact of the double–game structure employed in a college course. The first game is a classic managerial business game played in teams consisting of four to five people. The second is an investment–style game played on an individual level. The investment game draws on data from the group game and its objective is the maximizing of investment results based on a dynamic target grounded on average results of the managerial game. The goal of such a game structure is the motivating of students to analyze company reports better and more fully as well as to build better decision–making strategies. The article analyzes the results of the investment game on an individual level as well as of the managerial game as compared with a control group

    The Team Building Platform: The Building of a Gamified Platform Supporting Employee Innovation

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    Projekt „Team Building Platform” został sfinansowany ze środków Unii Europejskiej. Studium przypadku rozpoczyna się od genezy powstania projektu, tj. obserwacji nt. niskiej innowacyjności wśród polskich przedsiębiorstw. Następnie opisany jest sposób projektowania platformy i jej struktura – funkcjonalności i mechanizmy grywalizacyjne, które zostały wykorzystane wewnątrz systemu. Przedstawiono również proces testowania produktu finalnego. Gotowa platforma będzie udostępniona za darmo na stronie internetowej Polskiej Agencji Rozwoju Przedsiębiorczości w czwartym kwartale 2015 roku.The Team Building Platform was financed out of European Union funds. This case study starts with the genesis of the project, i.e. observations on the low innovativeness among Polish companies. This is followed by a description of the process by which the platform and its structure—the functionality and mechanisms of gamification as utilized in the system—was designed. The way in which the final product was tested is also presented. The ready platform shall be made available for free on the web pages of the Polish Agency for Enterprise Development (PARP) in the fourth quarter of 2015

    Improving Warehouse Efficiency Through the deView Gamified Data Presentation System: A Case Study

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    Analiza przypadku opisuje wdrożenie systemu dcView w magazynie dystrybucyjnym części samochodowych. Zgrywalizowany system oferuje pracownikom liniowym magazynu natychmiastowy feedback z wykonywanych działań w prostym kodzie kolorowym. Wdrożenie systemu wywołało bardzo pozytywne efekty. Spowodowało wzrost produktywności pracy oraz jakości wykonywanych operacji, wystąpiły efekty społeczne w postaci lepszej integracji pracowników i wzrostu satysfakcji z pracy.This case study describes the implementation of the deView system in a distribution warehouse for automotive parts. The gamified system offers warehouse line workers instant feedback on performed operations using a simple color code. Implementation of this system gave exceedingly positive effects. It resulted in improved work productivity as well as better quality of performed operations. There were also social outcomes in the form of better worker integration and growth in employee satisfaction
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