148 research outputs found
Collaborative virtual gaming worlds in higher education
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multiâuser virtual environments (MUVEs) and massively multiâplayer online roleâplaying games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context
A physical approach to modelling large-scale galactic magnetic fields
A convenient representation of the structure of the large-scale galactic
magnetic field is required for the interpretation of polarization data in the
sub-mm and radio ranges, in both the Milky Way and external galaxies. We
develop a simple and flexible approach to construct parametrised models of the
large-scale magnetic field of the Milky Way and other disc galaxies, based on
physically justifiable models of magnetic field structure. The resulting models
are designed to be optimised against available observational data.
Representations for the large-scale magnetic fields in the flared disc and
spherical halo of a disc galaxy were obtained in the form of series expansions
whose coefficients can be calculated from observable or theoretically known
galactic properties. The functional basis for the expansions is derived as
eigenfunctions of the mean-field dynamo equation or of the vectorial magnetic
diffusion equation. The solutions presented are axially symmetric but the
approach can be extended straightforwardly to non-axisymmetric cases. The
magnetic fields are solenoidal by construction, can be helical, and are
parametrised in terms of observable properties of the host object, such as the
rotation curve and the shape of the gaseous disc. The magnetic field in the
disc can have a prescribed number of field reversals at any specified radii.
Both the disc and halo magnetic fields can separately have either dipolar or
quadrupolar symmetry. The model is implemented as a publicly available software
package GalMag which allows, in particular, the computation of the synchrotron
emission and Faraday rotation produced by the model's magnetic field. The model
can be used in interpretations of observations of magnetic fields in the Milky
Way and other spiral galaxies, in particular as a prior in Bayesian analyses.
(Abridged.)Comment: 20 pages, 14 figures. Accepted for publication in A&
Amplifying applied game development and uptake
The established (digital) leisure game industry is historically one dominated by large international hardware
vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of
development studios, distributors and retailers. New modes of digital distribution and development practice are
challenging this business model and the leisure games industry landscape is one experiencing rapid change. The
established (digital) leisure games industry, at least anecdotally, appears reluctant to participate actively in the
applied games sector (Stewart et al., 2013). There are a number of potential explanations as to why this may
indeed be the case including ; A concentration on large-scale consolidation of their (proprietary) platforms,
content, entertainment brand and credibility which arguably could be weakened by association with the
conflicting notion of purposefulness (in applied games) in market niches without clear business models or
quantifiable returns on investment.
In contrast, the applied games industry exhibits the characteristics of an emerging, immature industry namely:
weak interconnectedness, limited knowledge exchange, an absence of harmonising standards, limited
specialisations, limited division of labour and arguably insufficient evidence of the products efficacies (Stewart et
al., 2013; Garcia Sanchez, 2013) and could, arguably, be characterised as a dysfunctional market. To test these
assertions the Realising an Applied Gaming Ecosystem (RAGE) project will develop a number of self contained
gaming assets to be actively employed in the creation of a number of applied games to be implemented and
evaluated as regional pilots across a variety of European educational, training and vocational contexts.
RAGE is a European Commission Horizon 2020 project with twenty (pan European) partners from industry,
research and education with the aim of developing, transforming and enriching advanced technologies from the
leisure games industry into self-contained gaming assets (i.e. solutions showing economic value potential) that
could support a variety of stakeholders including teachers, students, and, significantly, game studios interested in
developing applied games. RAGE will provide these assets together with a large quantity of high-quality
knowledge resources through a self-sustainable Ecosystem, a social space that connects research, the gaming
industries, intermediaries, education providers, policy makers and end-users in order to stimulate the
development and application of applied games in educational, training and vocational contexts.
The authors identify barriers (real and perceived) and opportunities facing stakeholders in engaging, exploring
new emergent business models ,developing, establishing and sustaining an applied gaming eco system in Europe
Evaluating the efficacy of digital games to develop communication skills in an arts environment
Much has been written about the theoretical potential of
digital games to transform teaching and learning and to offer new forms of digital assessment; yet the education system in the United Kingdom
(UK) is arguably still focused exclusively on the assessment and reward
of individual effort and achievement. This can be at odds with the
requirements of twenty-first century working environments and in the
requirements for developing the personal employability characteristics of
students. Engaging students in authentic collaborative project work that
requires sophisticated and coordinated communication can present real
challenges.
Employers are increasingly demanding as prerequisite that graduates have
highly developed communication and collaborative team working skills for
opportunities in the digital industries such as Games Design, however
Games Design students are often quite isolated in their personal industry
related practice, working methods and their online lifestyles and lack
the "soft skills" which would enable them to work successfully within a
team. The authors elaborate on how Hull School of Art and Design has
attempted to address this problem through the implementation of an
Applied Game, the "Watercooler Game", for their Games Industry
undergraduates. They present their reflections on the rationale behind
the pedagogic approach, the decision to develop an applied game to
address their pedagogic challenges and their experience of working with a
commercial Games Developer in producing the game. Using a sophisticated
evaluation framework, devised as part of the EU Horizon 2020 funded
Realising an Applied Gaming Eco-system (RAGE) project, the authors
present the initial findings of their evaluation of game from a
multidimensional perspective. The pedagogic approach, the technical
approach adopted by the developers of the game (an open source asset
based approach) and the pedagogic efficacy of the game through evaluation
of the learning objectives achieved and how these finding may be
applicable in a wider educational context
Reflecting on Yesterday, Understanding Today, Planning for Tomorrow
The JISC Observatory provides horizon-scanning of technological developments which may be of relevant for the UKâs higher and further education sectors.The JISC Observatory team has developed systematic processes for the scanning, sense-making and synthesis activities for the work. This paper summarises the JISC Observatory work and related activities carried out by the authors. The paper outlines how the processes can be applied in a local context to ensure that institutions are able to gather evidence in a systematic way and understand and address the limitations of evidence-gathering processes. The paper describes use of open processes for interpreting the evidence and suggests possible implications of the horizon-scanning activities for policy-making and informing operational practices.The paper concludes by encouraging take-up of open approaches in gathering and interpretation of evidence used to inform policy-making in an institutional context. <br/
GREAT Deliverable 6.2. Dissemination and exploitation plan
This document provides detail of the instruments, tools and processes to be deployed by the Games
Realising Effective Affective Transformation (GREAT) project partners and associates to engage
stakeholders, raise awareness and leverage the project outcomes, outputs, findings and results.
In conjunction with the supporting, associated, dynamic âactivity planâ the document will be used by the
project to inform, manage and operationalise dissemination and exploitation activities.
The core elements of the plan are:
â To provide an integrated and consistent external profile for the project, to facilitate recognition,
raise awareness and engage identified target groups.
â To ensure visibility of the projectâs actions, activities, outcomes, research findings, and events.
â To disseminate extensively and intensively the achievements of the project and the effectiveness
of the GREAT approach to targeted audiences.
â To leverage the international networks that are linked to consortium members.
â To provide a roadmap for successful commercial and non-commercial exploitation of the project
outcomes.
This first version of the deliverable (D6.2) will be updated and revised with a second iteration at a later
point of the project in month 30. The updated version (D6.4) will incorporate specific details of activities
undertaken, strategic updates and reflections informed by the emergent experience of the project as it
progresse
Um inquérito aos agentes do sector dos Videojogos em Portugal
Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector, there is still a knowledge deficiency in respect of its characteristics, and its contribution to urban and regional development. This paper explores the characteristics of the industry communities, location factors, types of games developed, tools used, marketing and sales channels and economic impact. This research is based on data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugal research project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.Apesar do grande crescimento do sector dos Videojogos no contexto europeu e do
crescente interesse que tem despertado, pouco se sabe sobre as suas caracterĂsticas e o seu
contributo para o desenvolvimento de novos caminhos de crescimento urbano e regional.
Este trabalho explora as caracterĂsticas do seu tecido empresarial, os fatores de localização
e as redes criadas, tipos de jogos desenvolvidos, ferramentas utilizadas, canais de marketing
e vendas, e impacto econĂłmico. O artigo desenvolve-se a partir de dados recolhidos em
Portugal através de um inquérito respondido por 70 agentes económicos, e resulta do
trabalho desenvolvido no Ăąmbito do projeto âPrimeiro Atlas do Sector dos Videojogos em
Portugalâ. O artigo conclui com uma reflexĂŁo acerca das oportunidades e desafios
associados ao sector dos Videojogos, bem como do papel que as polĂticas pĂșblicas podem
ter no suporte a novos caminhos de desenvolvimento urbano e regional relacionados com
este sector de atividade.This work has been partially supported by national funds through Fundação para a CiĂȘncia e a Tecnologia (FCT) with reference UID/CEC /50021/2013 and by the EC H2020 project RAGE (Realising an Applied Gaming Eco-System); http://www.rageproject.eu/; Grant agreement No 644187
The video game industry in Portugal
Despite the impressive growth of the video game industry
in Europe and a growing interest emerging in that industrial
sector (e.g. from the European Commission), there is still
a knowledge deficiency in respect of its characteristics and
regional impact. By mapping the most relevant active agents
participating in this economic activity in Portugal, this paper
explores the characteristics the industry communities, types
of games developed, tools used, marketing and sales channels
and economic impact. This research is based on data collected
in Portugal through a survey of 70 economic agents, under the
auspices of the First Atlas of video games Industry in Portugal
research project. The paper concludes with an elaboration of
the opportunities and challenges associated with the industry
and the potential role of public and institutional policies in
supporting its development and sustainability.This study is part of the RAGE project. The RAGE project has received funding from the European Unionâs Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
- âŠ