32 research outputs found

    The gamification of accessibility design: A proposed framework

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    The use of Gamification for the purpose of training and raising awareness has attracted considerable interest over the last years. However, the development of such solutions to use within the area of accessibility design has not been yet explored. In this paper, we present a proposed framework using Gamification as a method for engaging and motivating web designers to increase the adoption of the W3C WCAG 2.0 guidelines. It is anticipated that our framework will provide a more interactive and intuitive learning experience

    Reflective agents for personalisation in collaborative games

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    The collaborative aspect of games has been shown to potentially increase player performance and engagement over time. However, collaborating players need to perform well for the team as a whole to benefit and thus teams often end up performing no better than a strong player would have performed individually. Personalisation offers a means for improving overall performance and engagement, but in collaborative games, personalisation is seldom implemented, and when it is, it is overwhelmingly passive such that the player is not guided to goal states and the effectiveness of the personalisation is not evaluated and adapted accordingly. In this paper, we propose and apply the use of reflective agents to personalisation (‘reflective personalisation’) in collaborative gaming for individual players within collaborative teams via a combination of individual player and team profiling in order to improve player and thus team performance and engagement. The reflective agents self-evaluate, dynamically adapting their personalisation techniques to most effectively guide players towards specific goal states, match players and form teams. We incorporate this agent-based approach within a microservices architecture, which itself is a set of collaborating services, to facilitate a scalable and portable approach that enables both player and team profiles to persist across multiple games. An experiment involving 90 players over a two-month period was used to comparatively assess three versions of a collaborative game that implemented reflective, guided, and passive personalisation for individual players within teams. Our results suggest that the proposed reflective personalisation approach improves team player performance and engagement within collaborative games over guided or passive personalisation approaches, but that it is especially effective for improving engagement

    Efficient in-game communication in collaborative online multiplayer Games

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    The ability to communicate during online gaming is one that has become fundamental. Players could use voice, textual chat, pre-determined commands or a combination of these methods in order to command a team, follow an appointed leader or simply to socialise with friends. There is an abundance of reasons why a person will choose to utilise the conversational frameworks available, however, when considering a game where players must work together in order to reach a common goal, it is up for interpretation to determine which method works most efficiently. The aim of this work is to address this need through a game that utilises these three methods of communication in order to determine their efficiency. A combination of qualitative and quantitative methods was employed to formulate a well-rounded conclusion. Results indicated that a combination of voice and predetermined commands is the most efficient method of in-game communication in online, task-oriented games
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