Witschonke, Christopher; Herrera, Jose Maria
The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…
Nadolski, Rob; Slootmaker, Aad
Nadolski, R. J., & Slootmaker, A. (2012, 11 December). Serious games & EMERGO - sustainable development of skill-based serious games. Workshop for TPG Academy of a South African Delegation, Heerlen, The Netherlands: Open Universiteit in the Netherlands.
Gaydos, Matthew J.
This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…
Kankaanranta, M; Nevanpaa, T
This seminar is co-organized by CITE & the Faculty of Education In recent years, research on digital games has emerged as an intriguing and challenging area of scientific inquiry. The earliest research literature in the area centered on the negative effects of gaming. However, recent emphasis has shifted towards examining also the positive effects and educational potential of games on human development and learning. The aim of the seminar is to present the research and development work co...
Mehmet Emin Korkusuz
Full Text Available Recent research on the subject shows that students spend more time on computer games than other activities such as reading book or watching TV. It is possible that this time-consuming activity can become much more effective by educator-game sector cooperation. Which type of game students prefer mostly; how the educational content can be articulated the games without diminishing the playability and enjoyableness of it; and the impact of the competition in the games on process and students are just several titles examined in the studies. This scope presents the types of computer game, qualities of educational games, and educational games designs which are recommended for developing educational games. It also presents a set of knowledge about the importance of educational games in mathematics and physic education, and some studies on this field. In the scope, some strategies, about educational game development process, are recommended educators and software developers in the sector who intend to develop educational games based on the literature.
Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo
Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.
Oras F. Baker
Full Text Available The market for mobile games is expanding rapidly, and several games market in the advanced world are booming with sales, that has led us to the use of latest tools for mobile application development to modify and enhance an existing and traditional game to make it available for mobile users, Congkak game is developed for the latest mobile phones in the market. This version has been modified to an eight holes, one store, and one player game for a start. Each player hole contains four seeds, which are sown continuously until the seeds are exhausted. The main objectives of the game are: to make it available for mobile phones as well as extend/modify the games’ functionality. Major development tools used were the Sony Ericsson KToolBar, Netbeans IDE, Scite text editor, and Adobe Photoshop. UML class diagrams have also been modeled for the classes. The programming language used in this game development is java, programming in the micro edition platform (J2ME.
Kim, Yoon Jeon; Almond, Russell G.; Shute, Valerie J.
Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this…
Martinez-Hernandez, Kermin Joel
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…
Beg, Imran; Van Looy, Jan; All, Anissa
There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework fo...
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José
The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…
Reng, Lars; Schoenau-Fog, Henrik
At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various...... projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method engages students and aspires for innovation in digital entertainment and games....
This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....
Sumathi, S; Maheswari, M Uma
A Human Computer Interface (HCI) System for playing games is designed here for more natural communication with the machines. The system presented here is a vision-based system for detection of long voluntary eye blinks and interpretation of blink patterns for communication between man and machine. This system replaces the mouse with the human face as a new way to interact with the computer. Facial features (nose tip and eyes) are detected and tracked in realtime to use their actions as mouse events. The coordinates and movement of the nose tip in the live video feed are translated to become the coordinates and movement of the mouse pointer on the application. The left or right eye blinks fire left or right mouse click events. The system works with inexpensive USB cameras and runs at a frame rate of 30 frames per second.
If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.
Tang, Stephen; Hanneghan, Martin
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland
Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…
Hu Li Ling
Full Text Available Mathematics is a very important learning subject. Mathematical knowledge can be learned by traditional or distance learning, but the mathematical problem solving ability is hard to improve without experiences through practice. Therefore, developing an interesting learning game to enhance students problem solving ability is the major concern in this paper. Since the storytelling strategy has been proved to be useful to enhance the students thinking ability, we develop a storytelling-based arithmetic card game to encourage and guide students to speak out their thinking process of problem solving, where the e-Project-Based Learning (e-PBL platform has been applied to brainstorm the characteristics of the game and construct the storytelling script. Thus, the misconceptions can be easily diagnosed. To evaluate the performance of our approach, 40 5-grade primary school students have participated in the storytelling-based arithmetic card game experiment. The experimental result shows that the storytelling-based learning can enhance the mathematical problem solving ability via playing the game.
The objective of the thesis was to use a board game as a model and create multiple prototypes based on it for a mobile platform. The aim was to keep the core mechanics of the board game and add something new that would be extremely difficult or impossible to implement in a board game. This thesis looks at the theory behind game development, game design and prototyping. It also covers the development of the prototypes that were created during the project and the design decisions made durin...
This report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for a game that could be used in teaching computer architecture at a university level and develop a prototype of game. The game should be based on simulation and the BSPlab simulator. Two types of simulation games were identified; observer and participant. The observer type puts the player outside the simulation and the participant type puts the ...
Full Text Available This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL method using game development frameworks (GDFs with the perspective of (a summarizing a guideline for using GDBL in a curriculum, (b identifying relevant features of GDFs, and (c presenting a synthesis of impact factors with empirical evidence on the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34 relevant articles were selected for the final study. We analyzed the articles from three perspectives: (1 pedagogical context and teaching process, (2 selection of GDFs, and (3 evaluation of the GDBL method. The findings from the 34 articles suggest that GDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that such GDFs combined with the motivation from games can improve the students’ knowledge, skills, attitudes, and behaviors in contrast to the traditional classroom teaching. Furthermore, based on the results of the literature review, we extract a guideline of how to apply the GDBL method in education. The empirical evidence of current findings gives a positive overall picture and can provide a useful reference to educators, practitioners, and researchers in the area of game-based learning.
Hu Li Ling; Tseng Shian Shyong
Mathematics is a very important learning subject. Mathematical knowledge can be learned by traditional or distance learning, but the mathematical problem solving ability is hard to improve without experiences through practice. Therefore, developing an interesting learning game to enhance students problem solving ability is the major concern in this paper. Since the storytelling strategy has been proved to be useful to enhance the students thinking ability, we develop a storytelling-based arit...
徐伟; 李颖; 李誉
With the rapid updating of intelligent mobile phone replacement and wide spread ,the game has already turn to the mobile phone terminal from the PC Game ,Webpage Game .In view of Mobile Game ,this paper introduced an Android mobile phone game development process based on Cocos2d engine ,and simply introduces the main elements of the game ,the director , scene ,layer and sprite ,it also described the design and implement of game body ,and tested the game on the phone .So that it can help developers get a overall cognition on the Cocos2d game engine application frame ,finally the game is in operation on‐line .%随着智能手机的快速更新换代和广泛普及，游戏也从端游、页游开始转向手机端。针对手游端，文章给出了一个基于Cocos2d引擎的Android手机游戏的开发流程，简单介绍了导演、场景、布景、精灵等主要游戏元素，并阐述了游戏主体的设计与实现以及最后的真机测试，以便帮助开发人员对Cocos2d引擎游戏应用程序框架有一个整体的认知，使得游戏最终上线运行。
Hariklia Tsalapatas; Olivier Heidmann; Rene Alimisi; Elias Houstis
This paper presents cMinds, a learning intervention that deploys game-based visual programming towards building analytical, computational, and critical thinking skills in primary education. The proposed learning method exploits the structured nature of programming, which is inherently logical and transcends cultural barriers, towards inclusive learning that exposes learners to algorithmic thinking. A visual programming environment, entitled ‘cMinds Learning Suite’, has been developed aimed fo...
Full Text Available However utilizing rich, interactive solutions can make learning more effective and attractive, scenarioandgame-based educational resources on the web are not widely used. Creating these applications is acomplex, expensive and challenging process. Development frameworks and authoring tools hardlysupport reusable components, teamwork and learning management system-independent coursewarearchitecture. In this article we initiate the concept of a low-level, thick-client solution addressing theseproblems. With some example applications we try to demonstrate, how a framework, based on thisconcept can be useful for developing scenario- and game-based e-learning environments.
Nuangjumnonga, Tinnawat; Mitomo, Hitoshi
The relationship between leadership development and multiplayer online battle arena games (MOBA) are examined using two popular games of this genre: Defense of The Ancients (DOTA) and Heroes of Newerth (HON). Similar existing research notably includes IBM's Leadership in Games and at Work: Implication for the Enterprise of Massively Multiplayer Online Role-Playing Games published in 2007, positively concluding the contribution online games have towards leadership development. Close-ended surv...
Describes the Financial System Simulator game, an Internet-based, interactive teaching aid that introduces undergraduate students to the domestic and international consequences of monetary policy. States that student surveys indicate the game keeps learners motivated and interested and helps them understand monetary policy. (JEH)
Maura A. Smale
Full Text Available Much current research in the field of games-based learning demonstrates that games can be successfully incorporated into educational contexts to increase student engagement, motivation, and learning. Academic librarians are also using games as an innovative instructional strategy to strengthen students’ research skills and their understanding of information literacy concepts. This article discusses the development and implementation of Quality Counts, a classroom information literacy game designed to teach undergraduate students how to evaluate Internet sources. After a brief overview of the game’s development and rules, the article describes the process of playing Quality Counts in several classes and presents the results of qualitative assessments of student engagement and self-perception of learning, including data from classroom observations and student surveys. Finally, the article offers suggestions for next steps and future research, both for Quality Counts as well as for academic librarians interested in developing or implementing instructional games.
Yen-Ru Shi; Ju-Ling Shih
How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define ea...
The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and children. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis describes how the interface in Unity is used to quickly gene...
The only Unity book specifically covering 2D game development Written by Alan Thorn, experience game developer and author of seven books on game programming Hands-on examples of all major aspects of 2D game development using Unity
Gyori, Miklos; Borsos, Zsófia; Stefanik, Krisztina
At current, screening for, and diagnosis of, autism spectrum disorders (ASD) are based on purely behavioral data; established screening tools rely on human observation and ratings of relevant behaviors. The research and development project in the focus of this paper is aimed at designing, creating and evaluating a social serious game based multi-modal, interactive software system for screening for high functioning cases of ASD at kindergarten age. The aims of this paper are (1) to summarize the evidence-based design process and (2) to present results from the first usability test of the system. Game topic, candidate responses, and candidate game contents were identified via an iterative literature review. On this basis, the 1st partial prototype of the fully playable game has been created, with complete data recording functionality but without the decision making component. A first usability test was carried out on this prototype (n=13). Overall results were unambiguously promising. Although sporadic difficulties in, and slightly negative attitudes towards, using the game occasionally arose, these were confined to non-target-group children only. The next steps of development include (1) completing the game design; (2) carrying out first large-n field test; (3) creating the first prototype of the decision making component. PMID:26294452
Full Text Available Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on twenty amblyopic subjects (ten children and ten adults, who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 hours. Contrast thresholds from the game improved reliably for adults but not for children. However, LogMAR acuity improved for both groups (mean: 1.3 lines; range: 0-3.6 lines. We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.
Hussain, Zahra; Astle, Andrew T; Webb, Ben S; McGraw, Paul V
Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0-3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings. PMID:25404922
Squire, Kurt D.; Jan, Mingfong
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an opportunity to create a "post-progressive" pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science. We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students' thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments.
However utilizing rich, interactive solutions can make learning more effective and attractive, scenario- and game-based educational resources on the web are not widely used. Creating these applications is a complex, expensive and challenging process. Development frameworks and authoring tools hardly support reusable components, teamwork and learning management system-independent courseware architecture. In this article we initiate the concept of a low-level, thick-client solution addressing these problems. With some example applications we try to demonstrate, how a framework, based on this concept can be useful for developing scenario- and game-based e-learning environments.
Gai, M.; Riva, A.; Busonero, D.; Vecchiato, A.; Lattanzi, M. G.; Gallieni, D.; Lazzarini, P.; Guglieri, G.; Musso, Ivano; Navone, P.
The Gravitation Astrometric Measurement Experiment (GAME) is a space mission for Fundamental Physics tests in the Solar system, through coronagraphy and Fizeau interferometry for differential astrometry. The precision goal on the γ and β General Relativity PPN parameters is respectively in the 10-8 and 10-6 range. The design is focused on systematic error control through multiple field simultaneous observation and calibration. The GAME instrument concept is based on multiple aperture Fizeau interferometry, observing simultaneously regions close to the Solar limb (requiring the adoption of coronagraphic techniques), and others away from the Sun. The diluted optics approach is selected to achieve an efficient rejection of the scattered solar radiation, while retaining an acceptable angular resolution on the science targets. The Interferometric Stratospheric Astrometry for Solar system (ISAS) project is a GAME technology demonstrator, providing milli-arcsec level astrometry on the main planets of the Solar System. The ISAS technical goal is the validation of basic concepts for GAME, in particular integration of Fizeau interferometry and coronagraphic techniques by means of pierced silicon carbide (SiC) mirrors, intermediate angle dual field astrometry, smart focal plane management for increased dynamic range and pointing correction. The ISAS instrument concept is a dual field, multiple aperture Fizeau interferometer, using coronagraphy for observation of Solar System planets also close to the Sun. A prototype SiC multi-aperture mirror was manufactured by Boostec (F), and has been investigated by thermo-elastic analysis to define the applicability to both GAME and ISAS designs. We describe the development status of both stratospheric and space options, as well as the current extrapolation of the SiC prototype characteristics to the GAME and ISAS optical configurations.
In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception of and be......In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception...... experiences of being in the world and the creation of meaning. The theory on motivation defines what motivation consists of and how it relates to our actions. This theory has been combined with theories concerning play and play culture, digital media, (digital) games, (optimal) experiences, landscape...... architecture, everyday practices (related to walking in the city), and the existing theories on LBGs as well as pervasive games. The methodological approach incorporates design-based research. It combines and aims at improving design, research, and practice concurrently. A design of an LBG – Visions of Sara...
Full Text Available The Quantum game theory is an extension of the classical game theory which describes games in which players share quantum information during the game. The use of the quantum mechanical effects enables players’ better results than they would achieve in the classical game without sharing any information at all. In this paper I would like to describe a new two player cooperative game which is based on the well known CHSH game. A quantum strategy for a new game will be introduced and it will be compared to the classical strategy and CHSH game strategy.
This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team’s work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature desc...
Zaibidi, Nerda Zura; Sulaiman, Nor Intan Saniah; Abidin, Norhaslinda Zainal
This research investigates the human decision-making in ultimatum game in the context of neuroscience theories that give more insight into decision-making process by humans. Based on this approach, a new model of human decision-making has been developed by using Goal Programming approach. The satisficing and egalitarian philosophies on which weighted and Chebyshev Goal Programming (GP) rely; seem to offer an adequate and natural way for modeling human decision processes in at least the single-shot games of coordination. The simulation of ultimatum games gives the distribution of proposers' offer which shows some similarity with the distribution from the experiments with real subjects. The sensitivity analyses of this model are also presented. The solutions returned by the proposed GP approach aim to strike the right balance on several dimensions of conflicting goal that are set by players themselves.
Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal
A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.
Full Text Available This paper presents cMinds, a learning intervention that deploys game-based visual programming towards building analytical, computational, and critical thinking skills in primary education. The proposed learning method exploits the structured nature of programming, which is inherently logical and transcends cultural barriers, towards inclusive learning that exposes learners to algorithmic thinking. A visual programming environment, entitled ‘cMinds Learning Suite’, has been developed aimed for classroom use. Feedback from the deployment of the learning methods and tools in classrooms in several European countries demonstrates elevated learner motivation for engaging in logical learning activities, fostering of creativity and an entrepreneurial spirit, and promotion of problem-solving capacity
The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…
An Apress entry on C++ skills accumulation book for Game developers. Retail/Trade sales potential exists in addition to the more likely sales to come from books as database engines as both C++ and Game Development are relevant terms. Charles River Media book out of print or no longer supported directly by the Publisher/sold direct by Publisher on Amazon anymore. This Apress book takes its place at least. Author is an expert game developer/programmer. C++ is still the primary programming language that the majority of game applications/apps rely upon in today's market.
Hwang, Gwo-Jen; Hung, Chun-Ming; Chen, Nian-Shing
In this study, a peer assessment-based game development approach is proposed for improving students' learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in…
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M.
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
DeVane, Ben; Steward, Cody; Tran, Kelly M.
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...
Jones, Richard C.
Simulation game that involves high school or college students in developing a 5-year economic plan for a newly independent third world country. Role playing the members of a revolutionary junta, students weigh individual benefits against national and group benefits. Game involves one or more cycles of strategy formulation, open debate, and voting.…
Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first book
DiMarzio, J F
Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide - the first Android book approved by Google - recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited
Full Text Available There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level. In the serious game literature most focus and attention is given to the design and development of digital games. However in Denmark, at least, there has been a growing industry of analogue serious games and serious game facilitation, which give evidence to the fact that not all development in the area of serious games happens in terms of the digital versions. This paper investigate these new analog serious games and learning tools in the Danish market with focus on the drivers and influencing factors during their development and the effort of making a business out of the serious games. Empirically, the paper is based on close interaction and semi-structured interviews with some of the key serious game developers in Denmark (plus one in the US, some of them with a portfolio of up to ten serious games. Besides from uncovering some of the basic motivations to design and develop serious games, the paper will show, how the game developers’ interaction with the end-users and their different business strategies, influences the way the game is developed.
If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.
Fortat, Florent; LAURENT, Maryline; Simatic, Michel
Cheating in video games is a critical financial matter for game developers. With games now integrating physical objects through NFC, new cheating techniques have emerged, including characteristic boosting of the objects, duplication of objects and introduction of new unauthorized objects. In this paper, we address this problem for games based on active NFC objects. Having active objects in a game allows for new possibilities of interaction yet to be seen, including offline interactions betwee...
However utilizing rich, interactive solutions can make learning more effective and attractive, scenario- and game-based educational resources on the web are not widely used. Creating these applications is a complex, expensive and challenging process. Development frameworks and authoring tools hardly support reusable components, teamwork and learning management system-independent courseware architecture. In this article we initiate the concept of a low-level, thick-client solution addressing t...
Al-Khalifa, Hend S.
This paper presents our experience on the design and development of an M-Learning web-based system for the Nintendo DSi game console. The paper starts by addressing the difficulties that emerged from the lack of resources on design guidelines for dual screen devices also the absence of adequate techniques and methods to support the design decisions. Then it explains how we overcame these challenges by adopting a design decision suitable for the screen requirements of the Nintendo DSi console....
Poels, Yorick; Annema, Jan Henk; Zaman, Bieke; Cornillie, Frederik
This paper will report on an ongoing project which aims to develop video games for language learning through a user-centered and evidence-based approach. Therefore, codesign sessions were held with adolescents between 14 and 16 years old, in order to gain insight into their preferences for educational games for language learning. During these sessions, 11 concepts for video games were developed. We noticed a divide between the concepts for games that were oriented towa...
Nickerson, Louise Valgerður; Hermann, Thomas
This paper presents novel designs for the sonification (auditory representation) of data from grid-based games such as Connect Four, Sudoku and others, motivated by the search for effective auditory representations that are useful for visually-impaired users as well as to support overviews in case that the visual sense is already otherwise allocated. Grid-based games are ideal to develop sonification strategies since they offer the advantage of providing an excellent test environment to evalu...
Alf Inge Wang
Full Text Available This paper describes a case study of how a game project using the XNA Game Studio from Microsoft was implemented in a software architecture course. In this project, university students have to construct and design a type of software architecture, evaluate the architecture, implement an application based on the architecture, and test this implementation. In previous years, the domain of the software architecture project has been a robot controller for navigating a maze. Robot controller was chosen as the domain for the project, as there exist several papers and descriptions on reference architectures for managing mobile robots. This paper describes the changes we had to make to introduce an XNA game development project to the software architecture course, and our experiences from running a software architecture project focusing on game development and XNA. The experiences described in this paper are based on feedback from the course staff, the project reports of the students, and a mandatory course evaluation. The evaluation shows among other things that the majority of the students preferred the game project to the robot project, that XNA was considered to be suitable platform for a software architecture project, that the students found it useful to learn XNA and C#, and that some students were carried away when developing the game in the software architecture project.
Sousa, M; Costa, E
This research intended to identify leadership skills in Game Based Learning (GBL) context that were developed in the project GREAT implementation. This project was developed within an international partnership including Portugal, Austria, Italy, Romania and Turkey and the main product was a GBL course. The course and the learning process was supported on the SimCity Social game. The trainees had to assume the Mayor role with the goal to construct and manage a city with 5000 inhabitants, assum...
Popil, Inna; Dillard-Thompson, Darlene
This article describes gaming, an interactive teaching strategy that promotes active learning. An evaluation study conducted with home health care nurses tested the use of a game as a teaching tool. The study evaluated learning outcomes and learners' level of engagement and satisfaction with an educational game as a teaching method. PMID:25955422
Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.
With the rapid development of mobile games, more rich and colorful mobile games are demanded. While during the development of mobile games, a good mobile game engine is a key technology, since it can integrate some important functions in a framework. In my thesis, the objective is to design the framework of 3D mobile game engine. For completing the research, I put forward specific three research questions, and through understanding and learning the knowledge of professional technologies and t...
Raghavendra, Amith Tudur
Games with a purpose other than entertainment can be called Serious Games. In this paper, we describe a generic event-based Data Collection Engine (DCE) that has been developed for Serious Games on the Unity Game Engine. Further, we describe a framework that allows for the manipulation and feedback of the collected data back into the game in real-time. The player experiences the visuals, sounds and the game itself that is streamed over the web. The player engages with an enriching, multimedia...
Ruskov, M. P.
Learning how to cope with tasks that do not have optimal solutions is a life-long challenge. In particular when such education and training needs to be scalable, technologies are needed to support teachers and facilitators in providing the feedback and discussion necessary for quality learning. In this thesis, I conduct design-based research by following a typical game development cycle to develop a serious game. I propose a framework that derives learning and motivational principles to inclu...
Yuan, Jiugen; Xing, Ruonan
With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.
Hend S. Al-Khalifa
Full Text Available This paper presents our experience on the design and development of an M-Learning web-based system for the Nintendo DSi game console. The paper starts by addressing the difficulties that emerged from the lack of resources on design guidelines for dual screen devices also the absence of adequate techniques and methods to support the design decisions. Then it explains how we overcame these challenges by adopting a design decision suitable for the screen requirements of the Nintendo DSi console. Finally, we present the components of our M-Learning system and the results of a preliminary usability evaluation.
Barbosa, André Filipe Santos
With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...
Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…
Williams, Chris G
Create the next generation of gaming titles for Windows Phone 7! Providing an overview of developing games for Windows Phone 7 while working within XNA Game Studio 4, this comprehensive resource covers such essential topics as device/emulator, development tools, device orientation, tilt and accelerometer sensors, multi-touch, working with Cloud and Web services, and more. Three complete games are included within the book plus hands-on explanations and clear example codes help you gain a deeper understanding of the Windows Phone 7 features so that you can start building a game right awa
Robertson, Judy; Good, Judith
Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…
Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096
Full Text Available It is widely established debriefing in business games is important and influences the students' learning performance. Most games only support game statistics instead of explaining solution paths. We suggest the automatic generation of explanations for internet-mediated business games to improve the debriefing quality. As a proof of concept we developed a prototype of an internet-based auction game embedding an open simulation model and an automatic explanation component helping students and teachers to analyse the decision making process. This paper describes the usefulness of automated explanations and the underlying generic software architecture.
Mikkola, Juliana Hsuan; Hansen, Poul H. Kyvsgård
The challenge of implementing industrial platforms in practice can be described as a configuration problem caused by high number of variables, which often have contradictory influences on the total performance of the firm. Consequently, the specific platform decisions become extremely complex......, based on the portfolio management thinking, to measure the degree of modularity embedded in a given platform and to what extent it is aligned with other platforms....
Jones, Phillip N.; Cuper, Taryn
An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.
This paper investigates the capability of Kinect sensor as interactive technology and discusses how it can assist and improve teaching and learning. The Kinect sensor is a motion sensor that provides a natural user interface. It was implemented by Microsoft for the Xbox 360 video-game console to create a new control-free experience for the user without any intermediary device. The Kinect sensor can enhance kinesthetic pedagogical practices to profit learners with strong bodily-kinesthetic int...
Hussain, Zahra; Astle, Andrew T.; Webb, Ben S.; Paul V. McGraw
Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages ...
Carlos Vaz de Carvalho
Full Text Available The first number of the second volume of the EAI Transactions on Serious Games focuses on the results presented on the European Conference on Game-Based Learning. This event, already on the 8th edition, has set standards in terms of presentation of research and practice and in the pointing out of new and future trends in the development of Game-Based Learning. As such, we are quite thrilled to be able to report them here.
In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of technology development for general video games and serious games. We further discuss the critical elements of the game design. In the end, we summarize the components that form a successful serious game. Thi...
Huang, Yong-Ming; Huang, Yueh-Min
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
André F. S. Barbosa
Full Text Available The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them. Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development of serious games that facilitates the integration of educational contents in the games. Furthermore, we present a serious game, called “Clean World”, created using this new methodology.
In the rapid development of mobile industry today,mobile phone games have gradually become an indispensable part of people's life.Intelligent mobile phone appearance,is to provide a more rapid development of the platform and opportunity to the mobile phone game.This paper mainly introduces the process of developing a starling based framework for the android platform game fishing.Through the analysis of the planning and demand for the game,focuses on the design and realization of the key module of the game.Finally introduced the game releases and configuration,and the game was summarized,put forward the deficiencies and shortcomings and future expectation.%在移动产业高速发展的今天，手机游戏已经逐渐成为人们生活中必不可少的一部分。而智能手机的出现，更是给手机游戏提供了高速发展的平台和契机。本文主要介绍了一款基于Starling框架的安卓平台的捕鱼游戏的开发过程。首先，介绍了游戏的策划与需求分析，其次，重点介绍了游戏的主要模块的设计与实现，最后，介绍了游戏的发布及配置方法。
Taskinen, Leo Tapani
The aim of this research is to find an answer to the research problem, which is "How can change management be measured in order to help manufacturing companies develop their manufacturing processes?" To solve the research problem, a constructive action research method is applied. The proposed solution to the research problem, i.e., a change management measurement system, is developed based on principles found in project management literature, process change management literature, performance ...
Leemkuil, Henny; de Jong, Ton; de Hoog, Robert; Christoph, Noor
Describes the development of a collaborative Internet-based simulation game for learning to solve knowledge management problems. The game builds on two starting points: on psychological and pedagogical developments in learning and instruction, and on a perceived need for better training of people working in the emerging field of knowledge…
Hollins, Paul; WESTERA, Wim; Manero, Borja
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 anecdotal...
Mobile game development must face the problem of multiple hardware and software platforms, which will bring large number of variants. To cut the development and maintenance efforts, in this paper, we present an architecturally reconfigurable software product line approach to develop mobile games....... Mobile game domain variants could be handled uniformly and traced across all kinds of software assets. The architecture and configuration mechanism in our approach make optimizations that built into meta-components propagated to all product line members. We show this approach with an industrial Role-Playing-Game...
Squire, Kurt D.; Jan, Mingfong
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an…
Alf Inge Wang
Full Text Available This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.
Cresswell, Stephen; Prigmore, Martyn
This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game.
A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run. PMID:26904927
移动智能游戏已融入大众生活。文章采用J2ME手机应用开发平台，以《红楼梦》、《西游记》、《三国演义》等经典名著中的人物与故事情节为题材，设计开发出一款集迷宫、拼图及图片欣赏为一体的多功能智能游戏。该款游戏克服了传统游戏功能单一的缺陷，提高了游戏的趣味性和挑战性。%Mobile intelligent games become popular in common life. In this paper, an intelligent game based on the J2ME development platform was designed according to the figures and stories in classic famous novels such as ＂Dream of Red Mansions＂, ＂ Journey to the West＂, ＂Romance of Three Kingdoms＂, and so on. The game software combines the maze games, puzzle, and picture appreciation, breaking constraints of traditional single-function games. It is both interesting and challenging.
Full Text Available By applying the game theory, the relationship between airline ticket price and optimal flight frequency is analyzed. The paper establishes the payoff matrix of the flight frequency in noncooperation scenario and flight frequency optimization model in cooperation scenario. The airline alliance profit distribution is converted into profit distribution game based on the cooperation game theory. The profit distribution game is proved to be convex, and there exists an optimal distribution strategy. The results show that joining the airline alliance can increase airline whole profit, the change of negotiated prices and cost is beneficial to profit distribution of large airlines, and the distribution result is in accordance with aviation development.
The first book on GameSalad, an easy-to-use game development tool for iOS. GameSalad has over 160,000 developers and over 18,000 games on the App Store. Learn GameSalad for iOS not only shows how to make games, it also explains how to publish games and even market them.
Full Text Available The article is devoted for detection the psychological preconditions of game activity development at early age and interrelation of game formation with the development of subject actions, informative activity and procedural game.
Rúben Pinto Aguiar
In this thesis, we demonstrate a generalizable approach for building predictive models of players’ affective reactions across games and genres. Our aim is two-fold: 1) That game developers can use these models to more easily and accurately tune game parameters, allowing improved gaming experiences, and 2) That these models can be used as the basis for parameterisable and adaptive affective gaming.
The behavior of men and women in a number of games free of social issues is explored. The analysis is conducted for simple (2x2) and complex (guessing) games and in static and repeated settings. No gender effect is observed either in static nor in repeated games. It is concluded that gender bias vanishes in the absence of social issues.
Vandercruysse, S.; Vandewaetere, M.; M. Maertens; Vrugte, ter, J.; Wouters, P; Jong, de, M.C.M.; Oostendorp, van, E.
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature, perception is defined as (1) students' expectations about the goals of the environment and (2) the degree to which a student believes that using game based...
Wein, Anne; Labiosa, William
We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information
Sørensen, Birgitte Holm; Meyer, Bente
This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use...... of web 2.0 and integrates theories of learning, didactics, games, play, communication, multimodality and different pedagogical approaches. In relation to the introduced model the teacher role is discussed....
Liming, Drew; Vilorio, Dennis
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Full Text Available Mobile learning and educational gaming are two trends that are rapidly having an increasing impact in Technology-Enhanced Learning. However, both approaches present significant technological challenges. Mobile technologies are very diverse and the market pressure pushes the continuous development of new technologies and features. On the other hand, game-based learning needs to deal with enormous development costs and the problem of allowing instructors and experts to actively participate in the game development process. Moreover, there are numerous situations where bringing both approaches together could be very useful, but this combination magnifies the technological barriers previously described. In this work we present , an authoring environment for educational adventure games that supports the production of both desktop and mobile games. This framework provides a graphical environment that allows instructors to create their own educational games with a low cost. Then, the games can be exported to multiple formats, including support for diverse types of mobile platforms. This is achieved through a modular semi-automated exportation process, which is based on mobile device profiles.
The main purpose of this thesis was to find and learn about a framework for cross-platform mobile game development for modern mobile operating systems. The target mobile platforms were Google's Android and Apple's iOS. The thesis was started by finding out different types of solutions for cross-platform application and game development for mobile devices. Different types of solutions should be briefly described and the found solution for cross-platform development should be more extensive...
Pedersen, Mads Kock; Dohn, Niels Bonderup; Lieberoth, Andreas; Sherson, Jacob
Differentiation is a mathematical skill applied throughout science in order to describe the change of a function with respect to a dependent variable. Thus, an intuitive understanding of differentiation is necessary to work with the mathematical frameworks used to describe physical systems in the higher levels of education. In order to obtain this intuition repeated practice is required. In this paper we present the development of DiffGame, which consists of a series of exercises that introduce the basic principles of differentiation for high-school students through game-like elements. DiffGame have been tested with 117 first-year students from a single Danish high school, who did not have any prior training in differentiation. The students' learning was assessed by the data obtained directly from DiffGame. The test demonstrated the efficacy of DiffGame, since students at all levels demonstrate a learning gain. In contrast to previous studies demonstrating most learning in the lower tier of students, we find ...
Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz;
Mobile location-based games are experiences that entertain its players by requiring interactions mainly at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities...
Full Text Available Integrating computer games development into computer science curriculum is gaining acceptance. However, the question is how this should be done. In our course on computer game development we present all necessary steps that a game project has to address, from design to publication and marketing, from the theoretical to the practical point of view. The goal is that each student makes a casual game for Apple iOS platform and possibly publishes it. The games are built on our xni framework for iOS, which is a subset of Microsoft’s xna. We take an iterative incremental approach to teaching game development, where we discuss a number of selected topics from various categories, such as gameplay design, graphics and artificial intelligence, each week. Thereafter the students receive mandatory and non-mandatory assignments that force them to add functionality to their game and, thus, steadily progress towards their goal. At the end of the course more than 20 % of all projects were ready for the Apple App Store, which, together with student pools saying that the course was one of the best executed courses they attended, confirms the viability of the suggested scheme.
Full Text Available Integrating computer games development into computer science curriculum is gaining acceptance. However, the question is how this should be done. In our course on computer game development we present all necessary steps that a game project has to address, from design to publication and marketing, from the theoretical to the practical point of view. The goal is that each student makes a casual game for Apple iOS platform and possibly publishes it. The games are built on our xni framework for iOS, which is a subset of Microsoft’s xna. We take an iterative incremental approach to teaching game development, where we discuss a number of selected topics from various categories, such as gameplay design, graphics and artificial intelligence, each week. Thereafter the students receive mandatory and non-mandatory assignments that force them to add functionality to their game and, thus, steadily progress towards their goal. At the end of the course more than 20 % of all projects were ready for the Apple App Store, which, together with student pools saying that the course was one of the best executed courses they attended, confirms the viability of the suggested scheme.
Full Text Available By the beginning of the 21st century, media education on topics such as video games and strategies founded on the concept of Game-Based Learning has become an essential issue in school educational contexts. Continually rising standards in gameplay as well as recent developments in technology, in the gaming community, in the concepts and expectations of the potentials of gaming, have successively changed the perspectives on who is playing what, when and for what purpose, as well as on the consequences, opportunities and problems of gaming itself. The authors of this article designed a seminar at the Faculty of Education at Leipzig University, in which different scenarios of playing computer games in school pedagogical contexts could be tried out, discussed and reflected on. The course was developed, tested and evaluated in cooperation with the Computer Gaming School Leipzig (ComputerSpielSchule Leipzig before and during the summer semester of 2014. The aim was to create a situation in which future teachers and seminar instructors would be able to reflect critically on the opportunities, obstacles and challenges of a sensible integration of entertainment software (such as video games in pedagogical teaching concepts. Theoretical and critical introductions to some selected issues concerning Game-Based Learning and computer games in general as well as hands-on gaming experience (gained in three practical sessions provided the basis for discussion in the seminar.
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
DeRouin-Jessen, Renee E.
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was…
Ronald O. Ocampo
Full Text Available Traditional classroom situation where students are taught predominantly of lecture-discussion method put the classroom in a mathophobic atmosphere. Oftentimes, students exposed to this classroom atmosphere lead to math anxiety and eventually hate the subject and the teacher. Addressing this, varied interactive strategies to create an atmosphere of discourse has been developed and promoted. The use of instructional games has been viewed as one strategy that promotes active learning inside the classroom. Instructional games support constructivist learning and social learning. This study is aimed at developing, validating and evaluating card pairing games for specific topics in Math 8. The Research and Development model ( R& D was used. The card pairing games was validated by subject experts and experts in developing games. In evaluating the card pairing games, the Quasi-Experimental Pretest-Posttest design was used. There are six card pairing games developed for specific topics in Math 8; the card pairing game is highly valid based on the result of the validation; Students exposed to card pairing game become more intact (homogeneous; Students exposed to card games enhance academic performance. It is recommended to test the effectiveness of card pairing games to other group of students; Encourage math teachers to use the developed math card pairing games for classroom instruction; Develop other card pairing game for specific topics in math.
Martišius, Ignas; Damaševičius, Robertas
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. A...
Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios
The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed. PMID:26325247
The independent game industry is a rapidly growing and evolving industry, with much to offer to both gamers and developers. What makes a critical difference whether a game will succeed or not is how much time and effort have been put into marketing. Independent game developers are known for their superb technical skills, but unfortunately they often do not know much about how and when to start their marketing efforts. This thesis will offer an international marketing mix, pointing out the...
HTML5 Game Development Introduction to HTML5 The HTML5 Standard HTML5, the New Living Standard HTML5 Stands Alone Source Code A Touch of Game Design HTML5 Hello World Canvas Pong Game Board Pong Game Loop Pong Game Refactoring HTML5 Development Strategies Development Strategies Browser Wars? HTML5 Sound and Music Testing on Mobile Devices Optimizing the Page for Mobile Chrome Developer Tools HTML5 Game Engines Crafty Source Code Introduction Crafty Pong HTML5 Game Graphics EaselJS Source Code Introduction Tic-Tac-Toe Setup Hello EaselJS PreloadJS for EaselJS EaselJS Sprites Tic-Tac-Toe Impleme
Michael Yoseph Ricky
Full Text Available Over the years, technology is growing rapidly followed by the development of game and its variations. Now, game is easily found on a mobile device. Moreover, game on mobile device can also be used as an excellent medium for learning or often referred as educational game because the nature of educational game is practical, easy to carry anywhere, and tends to be fun. This research was to create a mobile game application for learning with Horizontal method based on HTML 5 and Phonegap and to introduce the method as a method of mathematical multiplication process. This research used the Scrum method for program development. The results obtained showed that the game in this study is considered attractive and received a positive response from the player. Player also found it helpful to know the patterns of mathematics through the multiplication of numbers in this game. So through this game the player can perform mathematical multiplication calculations quickly.
Ternier, Stefaan; De Jong, Tim; Kelle, Sebastian
Ternier, S., De Jong, T., & Kelle, S. (2009). Context based games for mobile learning. Presentation given at Symposium Mobile Learning in Context. September, 11, 2009, Heerlen, The Netherlands: Open University of the Netherlands.
Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben
In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…
Gerling, Kathrin; Mandryk, Regan; Miller, Matthew; Kalyn, Mike; Birk, Max; Smeddinck, Jan
People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing the...
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
The common automotive repair knowledge is selected as the main content in this study. The car owners and car major students are taken as the target population to develop games-based learning software by means of Flash game engine. The game-based learning software has transcended the old onefold teaching method which only adopts the introductory content such as characters,images,etc. It use Flash technology to make a virtual auto repair factory in which learners can learn vehicle main-tenance knowledge intuitively. Meanwhile the enjoyment of the game makes learners more actively to achieve better learning out-come.%该研究选取常见的汽车维修知识为主要内容，以有车一族和汽车专业学习者为目标人群，利用Flash游戏引擎开发游戏化学习软件。在该游戏化学习软件中，突破了以往仅仅是文字、图片等介绍性为主的单一教学方式，通过Flash技术让现实中的汽车修理厂再现，让学习者能够在创设的虚拟情景中直观地学习汽车维修知识。同时游戏的趣味性能够让学习者在学习中更加主动，取得较好的学习效果。
In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of technolog
Full Text Available This paper outlines the ongoing development of a wearable haptic game interface, in this case for controlling a flight simulator. The device differs from many traditional haptic feedback implementations in that it combines vibrotactile feedback with gesture based input, thus becoming a two-way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.
Jensen, Kristoffer; Valente, Andrea
This paper presents Megame [me-ga-me], a multiplatform game for working memory training and assessment. Megame uses letters and words to amuse, train and assess memory capacity. Based on memory research, the main parameters of the working memory have been identified and some improvement possibili......This paper presents Megame [me-ga-me], a multiplatform game for working memory training and assessment. Megame uses letters and words to amuse, train and assess memory capacity. Based on memory research, the main parameters of the working memory have been identified and some improvement...
Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, Becky; Baxter, Alison; Clarke, Samatha
Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher led and aims to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development. PMID:22954849
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Boyer, David Matthew
This study examines player activity in a game-based virtual learning environment as a means toward evaluating instructional and game design. By determining the goals embedded in project development and the availability and structure of in-game activities, the first part of this research highlights opportunities for players to engage with learning…
The only professional-level book on Unity development with C# Covers in-depth aspects of C# development using Unity Readers will create a full-featured first person shooter and gain the knowledge to build their own professional-quality games.
In order to reduce people's work pressure and relieve people's tension,in terms of development models of the software in soft-ware engineering theory,based on the requirement analysis,function structure have been described for plane-game based on Android,in-cluding interface design,animation design,collision detection design,sound effect and intelligence AI design module and so on. The data flow has been drawn. The game uses Eclipse as development platform,Java language as tool,and SQLite as background database,the function has been designed and realized for the static interface and animation interface,setting the configuration of the situation of game, human-computer fighting,the amount of blood reducing and supplying,upgrading,and storing the score for player in detail. After the test,the game has realized the basic function of a plane game.%为了减轻人们的工作压力,缓解人们的紧张情绪,按照软件工程理论中软件的开发模型,在需求分析的基础上,概述了基于Android平台的飞机游戏需要设计与实现的基本功能,包括界面设计、动画设计、碰撞检测设计、音效设计、智能AI设计等模块；勾勒出游戏的数据流程。利用Eclipse作为开发平台,Java语言作为开发工具,SQLite为后台数据库,详细设计并实现游戏中的静态界面,动画界面,游戏环境的配置设置,人机对战,游戏中血量的减少与补充,等级升级,玩家战绩的存储等功能。经过测试,该游戏实现了飞机游戏的基本功能。
Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Fabricatore, Carlo; López, Ximena
The necessity of fostering learning and the development of the scientific mind calls for the exploitation of all the available means that may contribute to a life-long process of development and renovation of the scientific mentality, in both an individual and collective way, and in a situated manner, transcending formal educational contexts and scientific environments. Amongst such means, digital games deserve a specific attention. In fact, gaming and games (especially digital games) e...
Guilherme Zaffari; André Luiz Battaiola
This paper displays the result of the authors’ research regarding to the incorporation of Human Error, through design principles, to video game design. In a general way, designers must consider Human Error factors throughout video game interface development; however, when related to its core design, adaptations are in need, since challenge is an important factor for fun and under the perspective of Human Error, challenge can be considered as a flaw in the system. The research u...
Game apps are one of the most popular categories in the Apple iTunes App Store. Well, the introduction of the new Swift programming language will make game development even more appealing and easier to existing and future iOS app developers. In response, James Goodwill, Wesley Matlock and Apress introduce you to this book, Beginning Swift Games Development for iOS. In this book, you'll learn the fundamental elements of the new Swift language as applied to game development for iOS. In part 1, you'll start with a basic 2D game idea and build the game throughout the book introducing each Sprit
Full Text Available This paper displays the result of the authors’ research regarding to the incorporation of Human Error, through design principles, to video game design. In a general way, designers must consider Human Error factors throughout video game interface development; however, when related to its core design, adaptations are in need, since challenge is an important factor for fun and under the perspective of Human Error, challenge can be considered as a flaw in the system. The research utilized Human Error classifications, data triangulation via predictive human error analysis, and the expanded flow theory to allow the design of a set of principles in order to match the design of playful challenges with the principles of Human Error. From the results, it was possible to conclude that the application of Human Error in game design has a positive effect on player experience, allowing it to interact only with errors associated with the intended aesthetics of the game.
Full Text Available This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements. The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts. Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.
With the development of Flash software and powerful object oriented language of ActionScript 3.0, greatly improves the efficiency of game development. Aims at the problems existing in the Flash game development, designs the process of game development based on Action-Script 3.0, and offers the detail design of the key problems which are ActionScript 3.0 code design and game package in game develop-ment, makes the development process fast and clear, the code is easy to maintain and expand, thereby increases the efficiency of the de-velopment of the game.%随着Flash软件的发展和强大的ActionScript 3.0面向对象语言的推出，大大地提高游戏开发的效率。针对目前Flash游戏开发存在的问题，设计基于ActionScript 3.0的游戏开发流程，并对游戏开发中的关键问题即ActionScript 3.0代码设计和游戏封装进行详细的设计，使得开发过程清晰快捷，代码易于维护便于扩展，从而提高游戏的开发效率。
1. This Apress book aims to be first or unique English language book to market on Android 3D Game Programming (there is however a Chinese lang book.). 1. Given sell like, there may be some potential for retail, trade sales. 2. Otherwise, most revenue should come from the high relevancy of Android in books as a service database engines like Safari where Android meme is nearly at the top. 3. Android has the most user market share worldwide and is second best apps eco although game specific development seems more popular on Android than iOS.
Siderius, Jennifer A.
Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…
Full Text Available Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.
Nylund, Adam; Landfors, Oskar
Frustration has been present throughout gaming history and is often considered to be negative. However, there’s been a lack of significant studies focusing on frustration and how it affects the game experience. This lead us to a qualitative study, based on nine semi-structured interviews with game developers, focusing on the effect of frustration in games. Results indicate that frustration encompass both positive and negative aspects that differ from each other in how they appear in game. Pos...
Model-Driven Game Development (MDGD) is an emerging research field, which uses models to specify some or all of the game elements that traditionally had been manually coded. The PhD thesis presents research in the MDGD domain, which is intended to push MDGD further towards industrialization by reducing two gaps: 1) The integration of MDGD tools and game engines, and 2) The support for a diversity of game architectures. These gaps have been identified through a literature review...
Yogya Resa; Kosala Raymond
Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using e...
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Chien-Hung Lai; Yu-Chang Lin; Bin-Shyan Jong; Yen-Teh Hsia
Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenario...
This book is for novices as well as proficient game developers who want to learn more about game development using Swift. If you are from a 2D game development background and would like to learn the basics of 3D game development, this book is for you. Additionally, if you want to learn the basics of graphics programming and shaders, this book will be a good starting point.
Blake, J; Goodman, J
Games are a creative teaching strategy that enhances learning and problem solving. Gaming strategies are being used by the authors to make learning interesting, stimulating and fun. This article focuses on the development and implementation of computer games as an instructional strategy. Positive outcomes have resulted from the use of games in the classroom. PMID:10409946
Sung, Yao-Ting; Chang, Kuo-En; Lee, Meng-Da
This study aimed to design and evaluate multimedia games which were based on the theories of children's development of taxonomic concepts. Factors that might affect children's classification skills, such as use of single physical characteristics of objects, competition between thematic and taxonomic relationships, difficulty in forming…
Vandercruysse, Sylke; Vandewaetere, Mieke; Maertens, Marie; ter Vrugte, Judith; Wouters, Pieter; de Jong, Ton; van Oostendorp, Herre; Elen, Jan
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature,…
In the field of game development, web game has irreplaceable advantages, and it is one of the future technology of choice for web game, especially in the field of mobile, it is the only tool. Combination of tetris this little game design, this paper lufylegend development framework of technical characteristics and development process has carried on the detailed introduction.%在游戏开发领域，网页游戏有着不可替代的优势，而HTML5是未来网页游戏的首选技术之一，特别是在移动领域，HTML5是唯一的工具。结合俄罗斯方块这款小游戏的设计，本文对lufylegend开发框架的技术特点和开发流程进行了详细的介绍。
Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan
Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.
Previous research in game settings in Finland has mainly focused on perfecting the technical aspects of game performance, whereas studying and developing game understanding as well as the teaching of games has gained far less attention. Therefore, the primary purpose of the present study was first to develop two valid assessment instruments to evaluate game understanding and game performance in badminton, and second, to apply the developed instruments to different age and experience levels. T...
Full Text Available Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.
government funded research project studying the use of commercial computer games in schools. This includes the scientific analysis of the experience of teachers as well as students during the pilot projects. The results of this study indicate the need of a new media pedagogical professionalization of teachers with respect to the didactic challenges of computer game based formal education.
Edgard B. Cornacchione Jr.
Full Text Available This study explores educational technology and management education by analyzing fidelity in game-basedmanagement education interventions. A sample of 31 MBA students was selected to help answer the researchquestion: To what extent do MBA students tend to recognize specific game-based academic experiences, interms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 andBG2 with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelitylevels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collectedshortly after their experiences, related to the overall perceived quality of game-based interventions. The findingsreveal a higher overall perception of quality towards BG1: (a better for testing strategies, (b offering betterbusiness and market models, (c based on a pace that better stimulates learning, and (d presenting a fidelity levelthat better supports real world performance. This study fosters the conclusion that MBA students tend torecognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to theirmanagerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready andmotivated to explore the new, to try and err, and to learn collaboratively in order to perform.
Aims to be first book on the market concerning iOS 3D game apps development using the Unreal UDK Unreal UDK and scripting engine are popular emerging tools used for building games like those you see from Epic iOS and mobile game apps development are popular tech and book markets
Design patterns have been a valuable asset to software developers for a long time. All kind of software, including games, benefit from re-using the well known solutions to the common problems. Building a game from scratch requires a carefully made design and this is where design patterns come handy. However, the approach to game development has changed lately. The importance to learn the design patterns has been de-emphasized as frameworks and complete game engines emerge. Many design approac...
Louise Møller; Poul Kyvsgaard Hansen
There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level. In the serious game literature most focus and attention is given to the design and development of digital games. However in Denmark, at least, there has been a growing industry of analogue serious...
Patton, Ryan M.
This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…
Gåsland, Magne Matre
This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new approach to E-Learning that tries to mimic games to harness some of their motivational properties. A prototype system was developed as a web application, using an Agile and Lean development approach.The system was evaluated with a class at the Norwegian University of Science and Technology.This was done to give an indication of the system's ability to make work with exercises more engaging a...
Hansen, Anne-Marie; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa
detected by the system and b) video analysis used to describe and interpret the interaction situation and the context in which the social interplay takes place. This combined method is used in an iterative process, where the design of interactive games with musical-sonic feedback is improved according...... to newly discovered understandings and interpretations of joint user action. For example: How do two people play together if they play music with a pen tablet interface? Can a sound based computer game encourage two players to co-perform and co-create music? This study investigated two players’ joint...
With the large number of popular devices such as smart phones and tablet PCs, based on the game program develop⁃ment of these devices has become the hotspot of the present program development, program design teaching, lack of game devel⁃opment platform based on the C language, for this case, designed and implemented a game based on the C language development teaching and student practice platform, the platform simplifies the process of game development, greatly reduces the difficulty of the game program development.% 随着智能手机和平板电脑等设备的大量普及，基于这些设备的游戏程序开发成为了当下程序开发的热点，在目前的程序设计教学中，缺乏基于C语言的游戏开发平台，针对这种情况，设计并实现了一个基于C语言的游戏开发教学和学生实践平台，该平台简化了游戏开发的流程，大大降低了游戏程序开发的难度。
Kelle, Sebastian; Klemke, Roland; Gruber, Marion; Specht, Marcus
Kelle, S., Klemke, R., Gruber, M., & Specht, M. (2011). Standardization of Game Based Learning Design. In B. Murgante, O. Gervasi, A. Iglesias, D. Taniar, & B. O. Apduphan (Eds.), Computational Science and Its Applications - ICCSA 2011 (pp. 518-532). LNCS 6785 Berlin, Heidelberg & New York: Springer
Schmitz, Birgit; Czauderna, André; Klemke, Roland; Specht, Marcus
Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game based learning for computer science education. In G. van der Veer, P. B. Sloep, & M. van Eekelen (Eds.), Computer Science Education Research Conference (CSERC '11) (pp. 81-86). Heerlen, The Netherlands: Open Universiteit.
Kelle, Sebastian; Sigurðarson, Steinn; WESTERA, Wim; Specht, Marcus
Kelle, S., Sigurðarson, S., Westera, W., & Specht, M. (2011). Game-Based Life-Long Learning. In G. D. Magoulas (Ed.), E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments (pp. 337-349). Hershey, PA: IGI Global.
Kelle, Sebastian; Klemke, Roland; Gruber, Marion; Specht, Marcus
Kelle, S., Klemke, R., Gruber, M., & Specht, M. (2011). Standardization of Game Based Learning Design. In B. Murgante, O. Gervasi, A. Iglesias, D. Taniar, & B. O. Apduphan (Eds.), Computational Science and Its Applications - ICCSA 2011 (pp. 518-532). LNCS 6785 Berlin, Heidelberg & New York: Springer.
Chee, Yam San
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...
Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative inte...
Gaddis, Stephen W.
NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.
Gerling, Kathrin M.; Mandryk, Regan L.; Kalyn, Michael R.
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game des...
Martišius, Ignas; Damaševičius, Robertas
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. PMID:27051414
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. PMID:27051414
Full Text Available The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1 games foster motivation, 2 play is a natural mode of learning, 3 games induce cognitive flow, which is productive for learning, 4 games support learning-by-doing, 5 games allow for performance monitoring, 6 games offer freedom of movement and the associated problem ownership, 7 games support social learning, 8 games allow for safe experimentation, 9 games accommodate new generations of learners, who have grown up immersed in digital media, and 10 there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline.
Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos;
Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...... present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case...
W. L. Santos
Full Text Available Investigation and laboratory analyses are the major working areas of graduates from Biomedicine. Studying and recognizing medical symptoms, developing and interpreti ng clinical exams are some of the desired routines of these young students to their future professional lives. Recent TV series about hospitals daily work and challenges, criminal investigations and modern techniques of scientists from intelligence agencies bring out fantasies of job (impossibilities. But also, it creates a desire for more study so as to reach the characters brilliance. Based on these interests, we prepared a game based on the classic Scotland Yard®game, which is developed over the resolv ing of crimes. In our version of the game, which was called Equilibrium, the clues hidden on specific sites of the game board are not the common ones, but clinical results or objects that can be related to the medical cause of the death. One can also reach the laboratory on the board and get specific exams to help solving the mystery. The game was developed after a whole semester of Basic Biochemistry classes and was used by the professor as a method of testing students learnings.Developing this showed ho w much the ludic activities can enhance students’ experience with biochemistry and its relation to physiology, pathology and other areas. This game was presented to a Biomedicine class and a board ofbiochemistry teachers of our college. All the spectatorsacknowledged the usefulness of this tool to the teaching -learning process in medical biochemistry.
The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily repl...
Chin, Jui-Chih; Tsuei, Mengping
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Lv, Zhihan; Halawani, Alaa; Feng, Shengzhong; Rehman, Shafiq Ur; Li, Haibo
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the i...
Bai, Xueming; Xia, Fuyuan; Liu, Jun; Song, Daipeng; Yang, Deyun
A mobile phone game named "Dragon Legend" is developed based on J2ME technology in this paper. Through designing the plot and requirement of game, the function process is introduced. Then the paper gives a detail introduction to design and implementation of the main class, main program, background class and key control based on J2ME. At last, the key technology and the implementation of the game is described.
Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika
This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they ...
Li, Qiang; Jiang, Jing-ping
The enormous successes have been made by quantum algorithms during the last decade. In this paper, we combine the quantum game with the problem of data clustering, and develop clustering algorithms based on it, in which data points in a dataset are considered as players who can make decisions and play quantum strategies in quantum games. After playing quantum games, each player's expected payoff is calculated and then he uses an link-removing-and-rewiring (LRR) function to change his neighbors and adjust the strength of links connecting to them for maximizing his payoff. Further, algorithms are discussed and analyzed in two cases of strategies, two payoff matrixes and two LRR functions. Consequently, the experimental results have demonstrated that data points in datasets are clustered reasonably and efficiently, and the clustering algorithms have fast rates of convergence. Moreover, the comparison with other algorithms also provides an indication of the effectiveness of the proposed approach.
Full Text Available It is well known that students and teachers have difficulties in learning and teaching Biochemistry due to its abstract and interconnected contents. This work proposes a didactic strategy in order to facilitate teaching and learning process in Biochemistry. The strategy was implemented with biological science undergraduate students. At first, the students were divided into groups with a specific topic to develop a game. During the semester, problem based learning cases, online activities like crossword puzzle, essay questions and educational softwares were used to present the content of each topic. The groups were oriented in classroom and online, to choose and organize contents and create ways to approach them in games. At the end of the course the groups played each other games, which were evaluated by teacher and students following some criteria like: creativity, content organization, interdisciplinarity, proposal coherence, instructions clarity, specific content. The game elaboration contributed to the development of social and cognitive functions, such as teamwork and troubleshooting, providing an interesting perspective to the student about knowledge construction process. The strategy showed up students' creativity and ability to reorganize their knowledge to a different education level. In an overview, the results indicate that the proposed didactic strategy is an effective way to enhance learning and to motivate students into Biochemistry topics.
L. A. Belyayeva
Full Text Available The paper suggests the game interpretation as the universal and phenomenal way of developing personal identity by a relaxed participation in game activity. Unlike the extended definitions of game as a culturalogical and pedagogical phenomenon, the authors suggest the game analysis in philosophical perspective revealing its existential status. Being the active form of personal existence, the game facilitates self-awareness by means of self-understanding and self-determination in the course of game activity developing the attitude of «I am another one», and giving a chance to experiment with personal identity, taking and playing various social and cultural roles. The existential significance of games activating self-understanding and meaning of self-existence is growing nowadays, given pluralism and reassessment of values.
伍传敏; 张帅; 邱锦明
系统介绍基于Unity3D的FPS（第一人称射击）游戏的关键技术与实现方法,建立逼真的三维实体模型,利用大规模复杂场景的高效建模和实时绘制技术开发三维场景游戏,并满足玩家的沉浸交互式体验。提出可行的实时碰撞检测策略、游戏人工智能（AI）及特效的实现算法,以可键盘控制功能的视点方式实现人机对抗模式。在FPS游戏应用中,该视点方式灵活易用,可操作性好,提高了玩家浏览场景时的灵活性,大大增强了玩家浏览场景的真实感。%A FPS（first-person shooter）was developed based on Unity3D.The verisimilitude three-dimensional models were established.Use of large-scale complex scene efficient modeling and real-time rendering technology development of 3D games,players can meet the immersive experience.A real time collision detection strategy was proposed.Algorithm of intelligence and special effects are researched.The system realizes the keyboard control function of viewpoint and man-machine confrontation model.In the FPS game,the view mode is flexible and easy to use,good operability,making the players browsing scenes easily,greatly enhancing players＇ sense of reality.
该文介绍了一款2D手机游戏软件的开发过程，该软件使用Cocos2d-Android-1作为引擎，设计了植物精灵、僵尸精灵、子弹精灵等精灵类及背景层、精灵层。游戏软件的业务逻辑并不复杂，只设计了第一关卡。游戏的碰撞检测根据不同要求采用不同的逻辑思想，各精灵也产生在不同的图层上，从而增加了游戏的效果。整个游戏匹配了相应的音效。%This paper introduces the development process of a 2D mobile phone game software, the software uses the Cocos2d-Android-1 as the engine, designed the elves, elves, plant zombie bullet fairy elf and elves background layer, layer. The business logic of the game software is not complicated, just design the first checkpoint. Collision detection game using logic according to different requirements, the elves also produced in different layers, thereby increasing the effect of the game. The game matched the corresponding sound.
ZHENG Ying; HU Hanping; GUO Wenxuan
Based on the bimatrix game theory, the network data transmission has been depicted in a game theory way: the actions of the attacker and defender (legitimate users) are depicted within a two-person, non-cooperative and bimatrix game model, this paper proves the existence of the Nash equilibrium theoretically, which is further illustrated by the experimental results.
Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…
Walker, Andrew; Shelton, Brett E.
The overwhelming success of the commercial game market has brought increased attention to emerging work in educational game design. Much of the existing work in educational games has a strong similarity to the field of Problem-Based Learning (PBL), which has a rich history of conceptual literature as well as empirical investigations. Despite…
This dissertation presents a novel effort to develop ITS technologies that adapt by observing student behavior. In particular, we define an evolving expert knowledge base (EEKB) that structures a domain's information as a set of nodes and the relationships that exist between those nodes. The structure of this model is not the particularly novel…
Trninić, Marko; Trninić, Slavko; Papić, Vladan
The scientific and expert approach to defining a model of managing the development of top-level athletes in team sports games is oriented toward the challenging values that mark a certain position and role in a team sports game. A hypothetical dynamic model of development management of top-level athletes in team sports games, which explicitly shows the order of procedures in the process of multidimensional development of athletes using the concepts of the dynamic systems theory has been sugge...
The scientific article "Development of memory in preschool children with disabilities in the game" reveals the relevance of the application of the game as the leading activity during the preschool years to optimize the development of the mental process of memory in children with disabilities. Work on the development of children's memory in the form of a game as the most effective form, aimed at attracting the attention of professionals working with preschool children with disabilities, a...
Su,Chung-Ho; Cheng, Ching-Hsue
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning…
Game based learning is receiving increased attention, including from the New Media Corporation’s Consortium's 2012 Horizon Report (Johnson, Adams &and Cummins, 2012), who detail it as one of their important trends in Higher Education, with a time to adoption of two to three years. Gamification is also creeping into many areas of life outside education, paving the way for its acceptance within libraries and education. For Health and Fitness, devices such as the Fitbit and Jawbone Up allow exer...
Tang, Stephen; Hanneghan, Martin; Carter, Christopher
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Adachi, Paul J. C.; Willoughby, Teena
We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…
Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj;
This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based on...
Kleinschmidt, Carina; Haag, Martin
Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health. PMID:27139405
Garvey, Gregory P.
This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…
The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game revie
Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel
The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).
Hanghøj, Thorkild; Hovmand Sørensen, Sia
The aim of this paper is to describe how new teacher students develop innovation competence through problem-based game design processes by participating in an intro camp. The intro camp was held for 350 new teacher students at a Danish university college in 2011, which were asked to solve the real......-life problems of local schools by designing game solutions to be presented for and assessed by participating school directors and pupils. Based upon a pragmatist theoretical framework, we conceptualize the students’ development of innovation competence in relation to creative problem-solving, game frames...... the students. In the analysis, we focus on two analytical themes that relate to the teacher students’ problem-based game design processes and their experience of becoming future innovative practitioners. The paper concludes by discussing future perspectives on the use of problem-based game design...
Essex, B.; Jackson, R. N.
A game has been developed to train people in the financial and administrative skills needed for effective general practice management. These skills cover a wide range of legal, economic, administrative and personnel problems encountered in general practice. Thirty-four trainees and six trainers showed a highly significant improvement in knowledge and problem-solving skills after playing the game. The format and design of the game allow the problem type, complexity and solution to vary and to ...
Smith, Shamus. P.; Trenholme, David.
Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual e...
Full Text Available The Quiz Lounge project is a collaboration between Hochschule Darmstadt and Lufthansa AG. The goal of the project was the development of a mobile learning application. With the application, the Lufthansa managers should be able to learn about data privacy topics playfully and interactively. The application is based on a quiz concept and asks the user for answers to a series of ten questions which increase in difficulty level. While playing the game the user can use two "lifeline" helpers, the audience- and the 50-50-helper. Furthermore, the user has the ability to browse a glossary of related terms if he or she has the need of more detailed knowledge. New questions and also new games can be added with a web-based authoring tool. The authoring tool was uniquely developed for the Quiz Lounge application and conforms to the specific needs of its architecture.
Full Text Available Chun-Ming Chang,1,* Yen-Ching Chang,2,3 Hsiao-Yun Chang,4 Li-Wei Chou5,6,* 1Department of Applied Informatics and Multimedia, Asia University, Taichung, Taiwan; 2Department of Medical Informatics, Chung Shan Medical University, Taichung, Taiwan; 3Department of Medical Imaging, Chung Shan Medical University Hospital, Taichung, Taiwan; 4Department of Biotechnology, Asia University, Taichung, Taiwan; 5Department of Physical Medicine and Rehabilitation, China Medical University Hospital, Taichung, Taiwan; 6School of Chinese Medicine, College of Chinese Medicine, China Medical University, Taichung, Taiwan*These authors contributed equally to this workBackground: Increases in the aging population and in the number of accidents have resulted in more people suffering from physical impairments or disabilities. Rehabilitation therapy thus attracts greater attention as a means of helping patients recover and return to a normal life. With the extremely long and tedious nature of traditional rehabilitation, patients are reluctant to continue the entire process, thus the expected effects of the therapy cannot be obtained. Games are well known to help patients improve their concentration and shift their attention away from the discomfort of their injuries during rehabilitation. Thus, incorporating game technology into a rehabilitation program may be a promising approach.Methods: In this study, a gaming system used for shoulder rehabilitation was developed. The mechanical parts and electric circuits were integrated to mimic the functionalities of a shoulder wheel. Several games were also designed to suit the rehabilitation needs of the patients based on the age and gender differences among the individual users, enabling individuals to undergo the rehabilitation process by playing games. Two surveys were conducted to evaluate the satisfaction of the participants regarding the gaming system.Results: The results of the online survey among a larger population
Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Westera, Wim; Slootmaker, Aad; Kurvers, Hub
The Playground Game is a web-based game that was developed for teaching research methods and statistics to nursing and social sciences students in higher education and vocational training. The complexity and abstract nature of research methods and statistics poses many challenges for students. The P
Orbey, Nese; Clay, Molly; Russell, T.W. Fraser
An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…
Kearney, Paul; Pivec, Maja
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…
Cheng, M.-T.; She, H.-C.; Annetta, L. A.
Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…
Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students' motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students' learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.
An interactive physics-based unmanned ground vehicle simulator leveraging open source gaming technology: progress in the development and application of the virtual autonomous navigation environment (VANE) desktop
Rohde, Mitchell M.; Crawford, Justin; Toschlog, Matthew; Iagnemma, Karl D.; Kewlani, Guarav; Cummins, Christopher L.; Jones, Randolph A.; Horner, David A.
It is widely recognized that simulation is pivotal to vehicle development, whether manned or unmanned. There are few dedicated choices, however, for those wishing to perform realistic, end-to-end simulations of unmanned ground vehicles (UGVs). The Virtual Autonomous Navigation Environment (VANE), under development by US Army Engineer Research and Development Center (ERDC), provides such capabilities but utilizes a High Performance Computing (HPC) Computational Testbed (CTB) and is not intended for on-line, real-time performance. A product of the VANE HPC research is a real-time desktop simulation application under development by the authors that provides a portal into the HPC environment as well as interaction with wider-scope semi-automated force simulations (e.g. OneSAF). This VANE desktop application, dubbed the Autonomous Navigation Virtual Environment Laboratory (ANVEL), enables analysis and testing of autonomous vehicle dynamics and terrain/obstacle interaction in real-time with the capability to interact within the HPC constructive geo-environmental CTB for high fidelity sensor evaluations. ANVEL leverages rigorous physics-based vehicle and vehicle-terrain interaction models in conjunction with high-quality, multimedia visualization techniques to form an intuitive, accurate engineering tool. The system provides an adaptable and customizable simulation platform that allows developers a controlled, repeatable testbed for advanced simulations. ANVEL leverages several key technologies not common to traditional engineering simulators, including techniques from the commercial video-game industry. These enable ANVEL to run on inexpensive commercial, off-the-shelf (COTS) hardware. In this paper, the authors describe key aspects of ANVEL and its development, as well as several initial applications of the system.
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.
P. Backlund; Engström, H.; Gustavsson, M.; Johannesson, M.; Lebram, M.; E. Sjörs
Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the applicati...
The aim of this Master’s thesis was to design, implement and release a game called seVer: The Hack and Slash for Google’s Android mobile platform. The development team consisted of myself and Mikko Kemppainen. The expectation was to create revenue with the finished product and it was considered we would establish a company after making enough revenue. The work was carried out in our spare time from 2012 to 2014 using Eclipse IDE with Google’s Android SDK as the main platform with Java pr...
da Silva Lewandowski, Franciele; Pereira, Adriana Soares
New technologies of information provide facilities for the didactic means of education. This article presents the development of two educational games supported by agents that help students during their interaction with the games. The proposed agent is based on a pedagogical concept that seeks to respect students’ individual development and learning. The educational games are: “Password Game”, which stimulates logic reasoning; and “Math Space”, which helps the basic learning of mathematics. They were developed in Flash programming, and were aimed at children from the first to the third years of Elementary School.
Full Text Available APEX was developed as a framework for ubiquitous computing (ubicomp prototyping through virtual environments. In this paper the framework is used as a platform for developing a serious game designed to instruct and to inform. The paper describes the Asthma game, a game aimed at raising awareness among children of asthma triggers in the home. It is designed to stimulate a healthier life-style for those with asthma and respiratory problems. The game was developed as the gamification of a checklist for the home environment of asthma patients.
Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.
Nielsen, Louise Møller; Hansen, Poul Henrik Kyvsgaard
There are a large variety of serious games aimed at providing knowledge for both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general lev...
J.S. Lemmens; P.M. Valkenburg; J. Peter
The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game and internet addiction, we created 21 items to measure seven criteria for game addiction (i.e., salience, tolerance, mood modification, relapse, wi
ABSTRACT: In this thesis, the practical comprehensive system ―online game-based learning‖ system for pre-school children has been developed in order to have a mobile game-based learning system which is able to conduct the children‘s skill and/or knowledge development as well as being fun to be played by the children. This system meets all the aspects of mobile game-based learning beside of parent involvement in the procedure of learning. Key features of this system include: children‘s playing...
Flash因其灵活、方便、文件体积小等优势成为网页游戏开发的宠儿，其中脚本语言Active Script 3.0是一种完全面向对象的语言，与旧版本相比，其扩展性、可读性更强，编译速度更快，性能更高。笔者尝试使用AS 3.0编写“水手捕鱼”网页游戏，并从功能分析、游戏流程、关键技术等方面阐述设计思路。%Flash is applied widely in web game development because of its flexibility, convenience and small-size file. The scripting language Active Script 3.0 is fully object-oriented, which is more extensible, more readable, and has higher performance comparing to the old version. This paper uses AS 3.0 to develop the"sailor fishing"web game, and expounds the design idea from the functional analysis, the game process and the key technology.
To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.
Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. ...
Qualls, Joseph; Russomanno, David J.
It is clear from the implementation and analysis of the performance of the game Defend and Gather and the many other examples discussed in this chapter that neural-based agents have the ability to overcome some of the shortcomings associated with implementing classical AI techniques in computer game design. Neural networks can be used in many diverse ways in computer games ranging from agent control, environmental evolution, to content generation. As outlined in Section 3 of this chapter, by ...
Melero Gallardo, Javier
Over the past few years the use of computer-supported games for learning purposes has reported many educational benefits in terms of students’ motivation and engagement towards learning. However, the comprehensive integration of Game-Based Learning (GBL) environments in formal learning settings is still a challenge that shapes several interdisciplinary research problems in the domain of GBL. A main problem is that for games to be relevant in formal education they need to be aligned with the c...
With the development of the society and communication technology, games has become a fashionable way of relax-ation. This paper offers the design of a flash game named“Catching The Eggs”, with the design idea of catching as many eggs as possible with a basket, which means trying to score more points. If the eggs are not caught properly, they may fall down and get broken. This game may be realized on the basis of Dark GDK, with C++as its core language.%随着社会的进步和通信技术的发展，游戏已经成为一种时尚的休闲方式。该文设计了一个名为接蛋的小游戏，设计思路是用一个篮子尽可能地接住更多的蛋（努力获得分数），如果蛋没有接住，便会落到地上裂开。并基于Dark GDK，以C++为核心语言，实现了该游戏。
It is well known that students and teachers have difficulties in learning and teaching Biochemistry due to its abstract and interconnected contents. This work proposes a didactic strategy in order to facilitate teaching and learning process in Biochemistry. The strategy was implemented with biological science undergraduate students. At first, the students were divided into groups with a specific topic to develop a game. During the semester, problem based learning cases, online activities like...
Hogue, Andrew; Kapralos, Bill; Desjardins, Francois
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
The purpose of this thesis work was to conduct a research and plan a marketing strategy for a start-up game company in order to increase visibility and the number of company’s customers. The best suitable approach was found and implemented during the study. The project combined both technical and marketing aspects of media. The research was conducted on marketing, social media, and the current state of the game industry in Finland. Moreover, thirty existing game studios were selected for ...
Sourina, Olga; Wang, Qiang; Nguyen, Minh Khoa
EEG-based "serious games" for medical applications attracted recently more attention from the research community and industry as wireless EEG reading devices became easily available on the market. EEG-based technology has been applied in anesthesiology, psychology, etc. In this paper, we proposed and developed EEG-based "serious" games and doctor's monitoring tools that could be used for pain management. As EEG signal is considered to have a fractal nature, we proposed and develop a novel spatio-temporal fractal based algorithm for brain state quantification. The algorithm is implemented with blobby visualization tools for patient monitoring and in EEG-based "serious" games. Such games could be used by patient even at home convenience for pain management as an alternative to traditional drug treatment. PMID:21335865
Dickey, Michele D.
The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…
Schoenau-Fog, Henrik; Birke, Alexander; Reng, Lars
When developing a game it is always valuable to use feedback from players in each iteration, in order to plan the design of the next iteration. However, it can be challenging to devise a simple approach to acquiring information about a player's engagement while playing. In this paper we will thus...... concerning a crowd game which is controlled by smartphones and is intended to be played by audiences in cinemas and at venues with large screens. The case study demonstrates how the approach can be used to help improve the desire to continue when developing a game....
W.H.L.M. Pijls (Wim); A. de Bruin (Arie); A. Plaat (Aske)
textabstractIn this paper a complete theory of game tree algorithms is presented, entirely based upon the notion of a solution tree. Two types of solution trees are distinguished: max and min solution trees respectively. We show that most game tree algorithms construct a superposition of a max and a
Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz
Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…
In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…
Full Text Available As a kind of intelligent communication technology, the characteristic of dynamic spectrum allocation of cognitive radio provides feasible scheme for sharing with the spectrum resources among the primary user and secondary users, which solves the current spectrum resource scarcity problem. In this paper, we comprehensively explored the cognitive radio spectrum allocation models based on game theory from cooperative game and non-cooperative game, which provide detailed overview and analysis on the state of the art of spectrum allocation based on game theory. In order to provide flexible and efficient spectrum allocation in wireless networks, this paper also provides the general framework model based on game theory for cognitive radio spectrum allocation.
Zhang, Weishan; Han, Dong; Kunz, Thomas;
technology is the prevalent programming paradigm, most of the current mobile games are developed with object-orientation (OO) technologies. Intuitively OO is not a perfect paradigm for embedded software. Questions remain such as how OO and to what degree OO will affect the performance, executable file size......Mobile games are one of the primary entertainment applications at present. Limited by scarce resources, such as memory, CPU, input and output, etc, mobile game development is more difficult than desktop application development, with performance as one of the top critical requirements. As object-oriented...... the development of mobile device applications (but normal for usual desktop applications). We then apply some optimization strategies along the way of structural programming. The experiment shows that the total jar file size of these five optimized games decreases 71%, the lines of codes decreases 59...
Tse G. Tan
Full Text Available Problem statement: The retail sales of computer and video games have grown enormously during the last few years, not just in United States (US, but also all over the world. This is the reason a lot of game developers and academic researchers have focused on game related technologies, such as graphics, audio, physics and Artificial Intelligence (AI with the goal of creating newer and more fun games. In recent years, there has been an increasing interest in game AI for producing intelligent game objects and characters that can carry out their tasks autonomously. Approach: The aim of this study is an attempt to create an autonomous intelligent controller to play the game with no human intervention. Our approach is to use a simple but powerful evolutionary algorithm called Evolution Strategies (ES to evolve the connection weights and biases of feed-forward Artificial Neural Networks (ANN and to examine its learning ability through computational experiments in a non-deterministic and dynamic environment, which is the well-known arcade game, called Ms. Pac-man. The resulting algorithm is referred to as an Evolution Strategies Neural Network or ESNet. Results: The comparison of ESNet with two random systems, Random Direction (RandDir and Random Neural Network (RandNet yields promising results. The contribution of this work also focused on the comparison between the ESNet with different mutation probabilities. The results show that ESNet with a high probability with high mean scores recorded compared to the mean scores of RandDir, RandNet and ESNet with a low probability. Conclusion: Overall, the proposed algorithm has a very good performance with a high probability of automatically generating successful game AI controllers for the video game.
Full Text Available This study presents a hybrid methodology for solving the serious game design evaluation in which evaluation criteria are based on meaningful learning, ARCS motivation, cognitive load, and flow theory (MACF by rough set theory (RST and experts’ selection. The purpose of this study tends to develop an evaluation model with RST based fuzzy Delphi-AHP-TOPSIS for MACF characteristics. Fuzzy Delphi method is utilized for selecting the evaluation criteria, Fuzzy AHP is used for analyzing the criteria structure and determining the evaluation weight of criteria, and Fuzzy TOPSIS is applied to determine the sequence of the evaluations. A real case is also used for evaluating the selection of MACF criteria design for four serious games, and both the practice and evaluation of the case could be explained. The results show that the playfulness (C24, skills (C22, attention (C11, and personalized (C35 are determined as the four most important criteria in the MACF selection process. And evaluation results of case study point out that Game 1 has the best score overall (Game 1 > Game 3 > Game 2 > Game 4. Finally, proposed evaluation framework tends to evaluate the effectiveness and the feasibility of the evaluation model and provide design criteria for relevant multimedia game design educators.
Sebastián Aced López
Full Text Available Being able to play games in early years is very important for the development of children. Even though, children with physical disabilities encounter several obstacles that exclude them from engaging in many popular games. In particular, children with severe motor disabilities that rely on one-switch interfaces for accessing electronic devices find dynamic video games completely unplayable. In this paper we present the development and evaluation of GNomon: a framework, based on the NOMON interaction modality, that enables the creation of dynamic one-switch games for children with severe motor disabilities. The framework was designed following a series of guidelines elicited in close collaboration with a team of speech therapists, physiotherapists and psychologists from one of the Local Health Agencies in Turin, Italy. Likewise, three mini games were developed for testing the playability of GNomon-based games. Finally, we conducted a series of trials with 8 children with severe motor disabilities assisted by the health agency, in which we found that all of them enjoyed playing the GNomon- based mini games and that 7 of them were able to interact and play autonomously.
Schoenau-Fog, Henrik; Reng, Lars; Kofoed, Lise
scenarios. Using game development as an approach for including game based learning in various educations has become more accessible due to more user friendly game development tools and systems. This study will thus focus on an exploration on how game development motivates students and what they learn when......The concept of Game based learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in several other kinds of learning...... creating games. We exemplify the potential of using game fabrication as a learning environment with the investigation of a game production, which involved over 25 students across semesters. In order to investigate students’ experiences during this purposive game production, we set up an experiment where...
DiCerbo, Kristen E.
Interest in 21st century skills has brought concomitant interest in ways to teach and measure them. Games hold promise in these areas, but much of their potential has yet to be proven, and there are few examples of how to use the rich data from games to make inferences about players' knowledge, skills, and attributes. This article builds an…
Henriksen, Thomas Duus
The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core of...
Schneider, Neil; Matveev, Alexander
When a video game is in development, more often than not it is being rendered in three dimensions - complete with volumetric depth. It's the PC monitor that is taking this three-dimensional information, and artificially displaying it in a flat, two-dimensional format. Stereoscopic drivers take the three-dimensional information captured from DirectX and OpenGL calls and properly display it with a unique left and right sided view for each eye so a proper stereoscopic 3D image can be seen by the gamer. The two-dimensional limitation of how information is displayed on screen has encouraged programming short-cuts and work-arounds that stifle this stereoscopic 3D effect, and the purpose of this guide is to outline techniques to get the best of both worlds. While the programming requirements do not significantly add to the game development time, following these guidelines will greatly enhance your customer's stereoscopic 3D experience, increase your likelihood of earning Meant to be Seen certification, and give you instant cost-free access to the industry's most valued consumer base. While this outline is mostly based on NVIDIA's programming guide and iZ3D resources, it is designed to work with all stereoscopic 3D hardware solutions and is not proprietary in any way.
Abercrombie, Robert K [ORNL; Schlicher, Bob G [ORNL; Sheldon, Frederick T [ORNL
Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. We concentrated our analysis on the Advanced Metering Infrastructure (AMI) functional domain which the National Electric Sector Cyber security Organization Resource (NESCOR) working group has currently documented 29 failure scenarios. The strategy for the game was developed by analyzing five electric sector representative failure scenarios contained in the AMI functional domain. From these five selected scenarios, we characterize them into three specific threat categories affecting confidentiality, integrity and availability (CIA). The analysis using our ABGT simulation demonstrates how to model the AMI functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the AMI network with respect to CIA.
Ekse, Magnus Førland
Video games are very popular today and the electronic entertainment industry is in many areas equal to the more mature entertainment industries like film and music in terms of usage and revenues. The MOOSES (Multiplayer On One Screen Entertainment System) allows players to play on one big screen together with the use of their mobile phone as a game controller. The framework was designed for easy development of multiplayer games in Java and C++.Flash is a very popular technology on the Interne...
Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.
Mayer, Richard E.; Lieberman, Debra A.
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Zheng Wang; Jingling Zhang
The cooperative game of global temperature lacks automaticity and emotional jamming. To solve this issue, an agent-based modelling method is developed based on Milinski’s noncooperative game experiments. In addition, genetic algorithm is used to improve the investment strategy of each agent. Simulations are carried out by designing different coding schemes, mutation schemes, and fitness functions. It is demonstrated that the method can achieve maximum benefits under the premise of the agent n...
Kontogianni, G.; Georgopoulos, A.
Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.
Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu
This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.
Heinemark, Erik; Persson, Johan
This master thesis discusses three different parts of adventure game development. The first part is about the usage of existing development environments; which one we selected and how we selected it. The second part discusses the development of the game using the selected development environment from the first part. The third and last part discusses the benefits from using skilled story writers when developing an adventure game. In this work the story writers were students from the English De...
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
We present a novel formulation of quantum game theory based on the Schmidt decomposition, which has the merit that the entanglement of quantum strategies is manifestly quantified. We apply this formulation to 2-player, 2-strategy symmetric games and obtain a complete set of quantum Nash equilibria. Apart from those available with the maximal entanglement, these quantum Nash equilibria are extensions of the Nash equilibria in classical game theory. The phase structure of the equilibria is determined for all values of entanglement, and thereby the possibility of resolving the dilemmas by entanglement in the game of Chicken, the Battle of the Sexes, the Prisoners' Dilemma, and the Stag Hunt, is examined. We find that entanglement transforms these dilemmas with each other but cannot resolve them, except in the Stag Hunt game where the dilemma can be alleviated to a certain degree
YANG Han-Xin; WANG Bing-Hong; WANG Wen-Xu; RONG Zhi-Hai
We propose a strategy updating mechanism based on pursuing the highest average payoff to investigate the prisoner's dilemma game and the snowdrift game. We apply the new rule to investigate cooperative behaviours on regular, small-world, scale-free networks, and find spatial structure can maintain cooperation for the prisoner's dilemma game. In the snowdrift game, spatial structure can inhibit or promote cooperative behaviour which depends on payoff parameter. We further study cooperative behaviour on scale-free network in detail. Interestingly, non-monotonous behaviours observed on scale-free network with middle-degree individuals have the lowest cooperation level. We also find that large-degree individuals change their strategies more frequently for both games.
Kyhyun Um; Yunsick Sung; Kyungeun Cho
Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this...
Full Text Available Poor team communication has been attributed to many patient safety issues in healthcare. Efficacious team training methods are needed. The present study examines the use of a game-based training approach for enhancing surgical team communication skills. Participants who played the game achieved improved declarative knowledge, and had greater levels of training transfer relative to the control group. These results suggest that game-based training may to be a promising mechanism for improving teamwork in the healthcare industry.
a large volume of game content or to reduce designer effort by automating the mechanizable aspects of content creation, such as feasibility checking. However elaborate the type of content such tools can create, they remain subservient to their human developers/creators (who have tightly designed all...... their generative algorithms) and to their human users (who must take all design decisions), respectively. This thesis argues that computers can be creative partners to human designers rather than mere slaves; game design tools can be aware of designer intentions, preferences and routines, and can accommodate them...... or even subvert them. This thesis presents Sentient Sketchbook, a tool for designing game level abstractions of different game genres, which assists the level designer as it automatically tests maps for playability constraints, evaluates and displays the map's gameplay properties and creates alternatives...
Author: Hyrkäs Jarno Juha Tapio Title of the Publication: Reinforcement Learning in Turn-based Strategy Game Degree Title: Bachelor of Business Administration, Business Information Technology The goal of this Batchelor’s thesis was to study reinforcement learning in a turn based strategy game. The theoretical examination or the study includes chapters from explaining what is AI to in-depth analysis of Q-learning, which is the learning method used in the application. A genera...
Knox, M; Lentini, J; Cummings, TS; McGrady, A; Whearty, K; Sancrant, L
Twenty-four children and adolescents aged 9–17 who were referred for treatment for anxiety were assigned to either a game-based biofeedback group or a waiting list comparison group. The eight-session biofeedback intervention included psychoeducation, identification of triggers and signs of anxiety, and in vivo practice. The intervention used computer-based gaming technology to teach and practise relaxation. Analyses using ANCOVA revealed significant differences in post-test scores of anxiety ...
Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn
Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process.Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients' places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential.For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey - interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey - a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan.Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing, appropriately selected
Larsen, Lasse Juel
Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... on collision course with of-the-shelf-commercial entertainment games. This paper wants to promote two different yet interconnected ideas. The first aims at describing a different design perspective for game based learning which in many ways will provoke not only the above mentioned latent dream of a closed...... to ground the students sense of meaning. This paper proposes another approach: using visualization in immersive 3D-worlds as documentation of learning progress while at the same time constituting a reward system which motivate further learning. The overall design idea is to build a game based learning...
Full Text Available Most first year computer science students find that learning object-oriented programming is hard. Serious games have ever been used as one approach to handle this problem. But most of them cannot be played with mobile devices. This obviously does not suit the era of mobile computing that intends to allow students to learn programming skills in anytime anywhere. To enhance mobile teaching and learning, a research project started over a year ago and aims to create a mobile device based serious gaming approach along with a serious game for enhancing mobile teaching and learning for Java programming. So far the project has completed a literature review for understanding existing work and identifying problems in this area, conducted a survey for eliciting students’ requirements for mobile gaming approach, and then established a mobile-device based serious gaming approach with a developed prototype of the game. This paper introduces the project in details, and in particularly presents and discusses its current results. It is expected that the presented project will be helpful and useful to bring more efficient approaches with new mobile games into teaching object-oriented programming and to enhance students’ learning experiences.
Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842
Full Text Available We prove that interactive learning based classical realizability (introduced by Aschieri and Berardi for first order arithmetic is sound with respect to Coquand game semantics. In particular, any realizer of an implication-and-negation-free arithmetical formula embodies a winning recursive strategy for the 1-Backtracking version of Tarski games. We also give examples of realizer and winning strategy extraction for some classical proofs. We also sketch some ongoing work about how to extend our notion of realizability in order to obtain completeness with respect to Coquand semantics, when it is restricted to 1-Backtracking games.
We prove that interactive learning based classical realizability (introduced by Aschieri and Berardi for first order arithmetic) is sound with respect to Coquand game semantics. In particular, any realizer of an implication-and-negation-free arithmetical formula embodies a winning recursive strategy for the 1-Backtracking version of Tarski games. We also give examples of realizer and winning strategy extraction for some classical proofs. We also sketch some ongoing work about how to extend our notion of realizability in order to obtain completeness with respect to Coquand semantics, when it is restricted to 1-Backtracking games.
This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles of Teaching Games for Understanding (TGfU), opens up important spaces for teaching social and ethical understanding. Games have long been regarded as a site for moral development. For most teachers, however, ethical principles have been seen as…
Setiawan, Wawan; Hafitriani, Sarah; Prabawa, Harsa Wara
The objective of curriculum 2013 is to improve the quality of education in Indonesia, which leads to improving the quality of learning. The scientific approach and supported empowerment media is one approach as massaged of curriculum 2013. This research aims to design a labyrinth game based multimedia and apply in the scientific learning approach. This study was conducted in one of the Vocational School in Subjects of Computer Network on 2 (two) classes of experimental and control. The method used Mix Method Research (MMR) which combines qualitative in multimedia design, and quantitative in the study of learning impact. The results of a survey showed that the general of vocational students like of network topology material (68%), like multimedia (74%), and in particular, like interactive multimedia games and flash (84%). Multimediabased maze game developed good eligibility based on media and material aspects of each value 840% and 82%. Student learning outcomes as a result of using a scientific approach to learning with a multimediabased labyrinth game increase with an average of gain index about (58%) and higher than conventional multimedia with index average gain of 0.41 (41%). Based on these results the scientific approach to learning by using multimediabased labyrinth game can improve the quality of learning and increase understanding of students. Multimedia of learning based labyrinth game, which developed, got a positive response from the students with a good qualification level (75%).
Full Text Available By incorporating fairness factor in the EWA (experience-weighted attraction learning model, we develop an extended game learning model called FGL model. We use psychological effect in stead of material effect to modify strategy’s payoff and attraction, and to study the equilibrium movement further in dynamic Games. That participants have fair thinking will, in turn, lead to their psychological function changes. Compared with EWA learning model by simulating the decision-making in Ultimatum Game, we find FGL model converges to equilibrium strategy faster.
Tolbert, Carol; Vickers, John
This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.
Full Text Available The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and game design. Based on perceptual data we evaluated the playing behavior of 43 Finnish and Austrian children aged from 7 to 16. Four different games were used as test-beds. The results indicated that players’ perception patterns varied a lot and some players even missed relevant information during playing. The results showed that extraneous elements should be eliminated from the game world in order to avoid incidental processing in crucial moments. Animated content easily grasps player’s attention, which may disturb learning activities. Especially low performers and inattentive players have difficulties in distinguishing important and irrelevant content and tend to stick to salient elements no matter of their importance for a task. However, it is not reasonable to exclude all extraneous elements because it decreases engagement and immersion. Thus, balancing of extraneous and crucial elements is essential. Overall, the results showed that eye tracking can provide important information from game based learning process and game designs. However, we have to be careful when interpreting the perceptual data, because we cannot be sure if the player understands everything that he or she is paying attention to. Thus, eye tracking should be complemented with offline methods like retrospective interview that was successfully used in this research.
Smith, Sandra Wilson
While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…
Friedrich, Raoul; Hiesel, Patrick; Peters, Sebastian; Siewiorek, Daniel P; Smailagic, Asim; Brügge, Bernd
On average, two thousand residents in the United States experience a stroke every day. These circumstances account for $28 billion direct costs annually and given the latest predictions, these costs will more than triple by 2030. In our research, we propose a portfolio of serious games for home-based stroke rehabilitation. The objective of the game approach is to enrich the training experience and establish a higher level of compliance to prescribed exercises, while maintaining a supportive training environment as found in common therapy sessions. Our system provides a collection of mini games based on rehabilitation exercises used in conventional physical therapy, monitors the patient's performance while exercising and provides clinicians with an interface to personalize the training. The clinician can set the current state of rehabilitation and change the playable games over time to drive diversification. While the system still has to be evaluated, an early stage case study with one patient offered positive indications towards this concept. PMID:26152980
We prove that interactive learning based classical realizability (introduced by Aschieri and Berardi for first order arithmetic) is sound with respect to Coquand game semantics. In particular, any realizer of an implication-and-negation-free arithmetical formula embodies a winning recursive strategy for the 1-Backtracking version of Tarski games. We also give examples of realizer and winning strategy extraction for some classical proofs. We also sketch some ongoing work about how to extend ou...
Yi-Kai Juan; Tseng-Wei Chao
To improve education regarding sustainability and green buildings, we designed a multiplayer (2–4 people) green building strategy game called GBGame to deliver knowledge of and introduce applied technologies for green buildings. To verify the game’s learning effect, we conducted separate measurements using the ARCS motivation model and a paper-based exam among 72 students majoring in architecture. These students were divided into an experimental group (who played the game) and a control group...
In this paper we present some numerical methods for the solution of two-persons zero-sum deterministic differential games. The methods are based on the dynamic programming approach. We first solve the Isaacs equation associated to the game to get an approximate value function and then we use it to reconstruct approximate optimal feedback controls and optimal trajectories. The approximation schemes also have an interesting control interpretation since the time-discrete scheme stems from a dyna...
Nguyen, Tung Nhu
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan
This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…
Spires, Hiller A.
Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…
Qingquan He; Yulei Rao; Jie Xu
By incorporating fairness factor in the EWA (experience-weighted attraction) learning model, we develop an extended game learning model called FGL model. We use psychological effect in stead of material effect to modify strategy’s payoff and attraction, and to study the equilibrium movement further in dynamic Games. That participants have fair thinking will, in turn, lead to their psychological function changes. Compared with EWA learning model by simulating the decision-making in Ultimatum G...
Osbourne-O'Hagan, Ann; O'Connor, Rory
This paper aims to fill the gap that exists about software development processes in game development in the research literature, and address the gap in the research literature by investigating and reporting information about the software development processes used in game development. To investigate the role of the software development process in relation to the game development process, and to better understand the processes and practices used in game software development, a single industria...
In the last two decades video games have grown into a multibillion dollar industry, with titles and franchises that rival the film industry in terms of revenues. Ricard Gil takes a close look at how producing a game in-house, rather than via a developer, can increase games’ consumer performance. He argues that this stems from such ‘integrated’ games being perceived as being higher quality, and being distributed more strategically.
Paraskevopoulos, Ioannis Theoklitos; Tsekleves, Emmanuel; Craig, Cathy; Whyatt, Caroline; Cosmas, John
The research presented in this paper proposes a set of design guidelines in the context of a Parkinson’s Disease (PD) rehabilitation design framework for the development of serious games for the physical therapy of people with PD. The game design guidelines provided in the paper are informed by the study of the literature review and lessons learned from the pilot testing of serious games designed to suit the requirements of rehabilitation of patients with Parkinson’s Disease. The proposed PD ...
Nuclear power plant's safety is very important problem. In this very conscientious environment if operator has a little mistake, they may threaten with many people influence their safety. Therefore, operating training of control room is very important. However, the operator training is in limited space and time. Each operator must go to simulative control room do some training. If we can let each trainee having more time to do training and does not go to simulative control room. It may have some advantages for trainee. Moreover, in the traditional training ways, each operator may through the video, teaching manual or through the experienced instructor to learn the knowledge. This training way may let operator feel bored and stressful. So, in this paper aims, we hope utilizing virtual reality technology developing a game-based virtual training environment of control room. Finally, we will use presence questionnaire evaluating realism and feasibility of our virtual training environment. Expecting this initial concept of game-based virtual training environment can attract trainees having more learning motivation to do training in off-hour. (author)
Slussareff, Michaela; Bohácková, Petra
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Ahrens, A.; Zascerinska, J.
The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…
The proposed research will further develop the HFR and test its efficacy as a sustainability metric for educating lay persons about the impact of development decisions on local water resource. The research results will provide guidance on using HFR and gaming, in general, to r...
Movement interaction in games has over the last years been a main subject in the area of game design and recent motion based interaction systems provide many improvements over earlier systems. Research has proven that motion based games provide several benefits over general games, they increase the players’ engagement level and may induce both mental and physical health benefits. Still, not much research has been conducted in the area of motion based platform games, even though the platform g...
Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Full Text Available To improve education regarding sustainability and green buildings, we designed a multiplayer (2–4 people green building strategy game called GBGame to deliver knowledge of and introduce applied technologies for green buildings. To verify the game’s learning effect, we conducted separate measurements using the ARCS motivation model and a paper-based exam among 72 students majoring in architecture. These students were divided into an experimental group (who played the game and a control group (who underwent lecture-based instruction. Results indicate that (1 game players had stronger learning motivation than those who attended the lectures; (2 players who learned through the game generally exhibited better learning effectiveness than non-players; (3 following cross-validation, we discovered a highly significant correlation between the learning effect and players’ attention, perception of relevance, confidence, and satisfaction during the game; and (4 the game system was found to be attractive to the students, implying that it can be an effective instructional and recreational material to use during green building education.
Full Text Available Our research deals with the development of a new type of game-based learning environment: (MMORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum. After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual for the players’ involvement in the game.
The purpose of this thesis is to go through the Steam Greenlight process and clarify misinformation and correct beliefs on the platform. The thesis proposes improvement ideas based on the findings of the research conducted. Steam Greenlight was created in 2012 by Valve Corporation and determines which new games can be available in the Steam Store. Steam users can vote on games which improves the games' chances of getting through Greenlight. Steam Greenlight has been created to enable ...
Wu, Xu; Song, Guanghui; Deng, Yan; Xu, Lin
Based on the fractal game which is performed by the majority and the minority, the fractal market theory (FMT) is employed to describe the features of investors' decision-making. Accordingly, the process of fractal games is formed in order to analyze the statistical features of conversion between momentum and contrarian. The result shows that among three fractal game mechanisms, the statistical feature of simulated return rate series is much more similar to log returns on actual series. In addition, the conversion between momentum and contrarian is also extremely similar to real situation, which can reflect the effectiveness of using fractal game in analyzing the conversion between momentum and contrarian. Moreover, it also provides decision-making reference which helps investors develop effective investment strategy.
Ferrara, Emilio; Pagano, Francesco; 10.4108/ICST.SIMUTOOLS2010.8730
This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections.
Haagsma, Maria C.; Pieterse, Marcel E.; Peters, Oscar; King, Daniel L.
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the development of video game behavior, from normal to problematic behavior. Qualitative interviews were conducted among 21 male gamers between 17 and 28 years of age, to get more of an insight into their
This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way.This book is for the total beginner to any type of programming, focusing on the writing of C# code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity.
Bergwerff, Gerben; Meijering, Ben; Szymanik, Jakub; Verbrugge, Rineke; Wierda, Stefan
We study two different models of a turn-based game called the Marble Drop Game, which is an experimental paradigm designed to investigate higher-order social reasoning. Our first model is a computational-level description of the game, associating cognitive difficulty of a game trial with its structu
Bajracharya, Rabindra R.; Thompson, John R.
Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the "analytical derivation" game. This game involves deriving an…
Larsen, Lasse Juel; Majgaard, Gunver
This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space. It...... encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...... layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act as a...
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227
Full Text Available Games that use brainwaves via brain–computer interface (BCI devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.
Ryan V. Dio
Full Text Available The general expectancies of the enhanced basic education curriculum in the Philippines focuses on the performance standards which can be expressed when students are able to produce products as evidence that they can transfer or use their learning in real-life situations. One way to assess students achievement is through an engaging activities that would require them apply the knowledge and skills acquired in the subject as the outcome of their learning. This descriptive method of research employed content analysis procedures and survey in describing and assessing the significant feature of the mathematical games as potential learning devices developed by the high school students through an engaging task assignment. It utilized purposive sampling techniques in the selection of the respondents and the submitted write-ups of mathematical games for analysis as typical sample in this study. The study revealed that the high school students developed mathematical board games with different objectives and mechanics as inspired by their learning, experiences, hobbies, and interest. Mathematical concepts and processes along numbers and number sense, measurements, algebra, geometry, and probability and statistics were integrated in the game through question card and mechanics of the game itself. The groups of students and teachers have high level of agreement as to the workmanship and usability, mechanics and organization, relevance to instruction/learning, and fun and enjoyment of the game as revealed by their assessment from very satisfactory to excellent level. Results implied that teachers in any subject area may use students’ engagement project as teaching strategy to produce products and performance that would provide evidence of students’ learning. The school curriculum makers may consider the students’ output as subjects of research for further improvements, exhibits, and classroom utilization.
Hauge, Jannicke Baalsrud; Wiesner, Stefan; Sanchez, Rosa Garcia;
costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games (SG) developers are struggling......In the context of the serious games industry, up to now the most commonly used business models (BM) among developers representing small and medium enterprises (SMEs) consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high...
Nes, Håvard; Jensen, Arild Johan
The computer game industry has grown immensely in the last decade and artificial intelligence is an increasing part of game development. Personality in agents has been studied, but is not widely implemented in computer games. We developed the Personality Module, a component adding personality to agents, and implemented it in StateCraft, a software version of the board-game Diplomacy. This was evaluated both through simulations in all-agent games and through human testing. The results show tha...
J.S. Lemmens; P.M. Valkenburg; J. Peter
The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, a
The only book on Unity 4 game development The only up-to-date book on Unity for iOS Philip Chu is the author of a very popular online Unity tutorial, frequently recommended on sites like StackOverflow
Vandercruysse, S.; Vandewaetere, M.; Maertens, M.; Vrugte, ter J.; Wouters, P.; Jong, de A.J.M.; Oostendorp, van H.
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Sca
Schmitz, Birgit; Hoffmann, Marvin; Klamma, Ralf; Klemke, Roland; Specht, Marcus
Schmitz, B., Hoffmann, M., Klamma, R., Klemke, R., & Specht, M. (2012). Developing a Mobile Game Environment to Support Disadvantaged Learners. Proceedings of 12th IEEE International Conference on Advanced Learning Technologies (ICALT 2012) (pp. 223-227). July, 4-6, 2012, Rome, Italy: IEEE Computer
Kurczak, John Jason
The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a
Duke, Richard D
Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor. Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode
Mazurek, Micah O.; Wenstrup, Colleen
This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…
Olympic and Paralympic Games impact studies are carried out as part of the Games host city’s obligations to the International Olympic Committee according to the methodology proposed in the technical manual in 2007. The objective of this study is to identify and assess the Games impact on the country, region and host city where the Games will be staged, and to evaluate the Games legacy for future Games organizers. The research methodology is based on the concept of sustainable development and ...
In this paper, experiment was carried out to research game-based learning for young students using the sims 2. Through the comparison analysis of the experiment data, we can get the result that game-based learning has a significant influence on students' social development. Especially it has the positive role in promoting students' social cognition, social emotions and attitudes, social intercourse and social adaptability.%本文采用“模拟人生二”游戏对青年学生进行游戏化学习的实验研究，通过对照组数据分析得到游戏化学习对学生社会化发展有显著影响，尤其在促进学生社会认知、社会情感态度、社会交往和社会适应力等方面有积极作用。
studies a framework that anchors the curriculum in game-based role-play scenarios and offers affordances for the learners to immerse themselves in the multiple perspectives of the roles. In this way of introducing problem based learning in immersive narrative environments, the learners are provided with...
Lainema, Timo; Henriksen, Thomas Duus
This chapter presents three didactic frameworks for integrating learning games with other syllabus activities in business education. These three models illustrate how different didactic framings of particular learning games allow for different learning processes, using Kolb’s learning model to...... analyse and illustrate the didactic integration of three business games. Through these three models, the chapter provides an illustration of how different didactic framings can contribute to turning learning games into game-based learning processes for business education....
The paper analyzes the relevant interest groups, such as developers, inhabitants and government, in the development of eco-tourism resources from the perspective of game theory, and then proposes the ecological benefits compensation in the development of eco-tourism.%从博弈的视角对生态旅游资源开发中相关利益群体开发商、居民、政府进行了分析,并提出了生态旅游开发中生态利益补偿的对策.
Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen
Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.
Larsen, Lasse Juel
This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject they...... collision course with off-the-shelf, commercial entertainment games. This paper promotes two different yet interconnected ideas. The first aims to describe a new design perspective for game-based learning, which in many ways not only will provoke the abovementioned latent dream of a closed game......-based learning system, but will also confront aspects of modern learning theory, especially the notion of reference between the content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way of tackling the common experience of the average...
Brunelle, Justin F.; Jackson, G. Tanner; Dempsey, Kyle; Boonthum, Chutima; Levinstein, Irwin B.; McNamara, Danielle S.
MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board game that was developed to assess the integration of game characteristics (point rewards, game-like interaction, and peer feedback) and how that might affect student engagement and learning efficacy. This online board game was designed to fit within the Extended Practice module of iSTART (Interactive Strategy Training for Active Reading and Thinking). Unfortunately, preliminary research shows that MiBoard actually redu...
In this paper I address the use of digital tools (GeoGebra) in open ended design activities, with primary school children. I present results from the research and development project “Creative Digital Mathematics”, which aims to use the pupil’s development of mathematical board games as a vehicle...... potential use of their board game by classmates in their design activities....... for teaching skills with GeoGebra, as well as an entrepreneurial attitude towards mathematics. Using the instrumental approach I discuss how open ended transdisciplinary design activities can support instrumental genesis, by considering the extent to which the pupils address mathematical knowledge...
Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo
-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial. PMID:27199777
Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo
parents–child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial. PMID:27199777
Kathryn Elizabeth Merrick
Full Text Available An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players’ optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.
This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest
Just as war is sometimes fallaciously represented as a zero sum game -- when in fact war is a negative sum game - stock market trading, a positive sum game over time, is often erroneously represented as a zero sum game. This is called the "zero sum fallacy" -- the erroneous belief that one trader in a stock market exchange can only improve their position provided some other trader's position deteriorates. However, a positive sum game in absolute terms can be recast as a zero sum game in relative terms. Similarly it appears that negative sum games in absolute terms have been recast as zero sum games in relative terms: otherwise, why would zero sum games be used to represent situations of war? Such recasting may have heuristic or pedagogic interest but recasting must be clearly explicited or risks generating confusion. Keywords: Game theory, stock trading and agent based AI.
Maojiao Ye; Guoqiang Hu
In this paper, an aggregate game approach is proposed for the modeling and analysis of energy consumption control in smart grid. Since the electricity user's cost function depends on the aggregate load, which is unknown to the end users, an aggregate load estimator is employed to estimate it. Based on the communication among the users about their estimations on the aggregate load, Nash equilibrium seeking strategies are proposed for the electricity users. By using singular perturbation analys...
Chomutare, Taridzo; Johansen, Svein-Gunnar; Årsand, Eirik; Hartvigsen, Gunnar
While serious games in healthcare have gained much attention in recent years, the pedagogical, social or behavioural frameworks tied to the game elements are still poorly understood. We report the prototyping effort as work-in-progress for a serious social gaming framework for children with diabetes. Motivation theories were combined with child education literature to evaluate potential elements of the framework. Based on the evaluation, we designed cooperation, social comparison and focus on positive achievements as core game elements, and limited the extent of competition. Examining the theoretical foundations that underpin different elements of serious games promises a greater understanding of effective gaming techniques for healthcare. PMID:27350465
Full Text Available Game Theory has a wide range of applications in department of economics, but in the field of computer science, especially in the optimization algorithm is seldom used. In this paper, we integrate thinking of game theory into optimization algorithm, and then propose a new optimization model which can be widely used in optimization processing. This optimization model is divided into two types, which are called “the complete consistency” and “the partial consistency”. In these two types, the partial consistency is added disturbance strategy on the basis of the complete consistency. When model’s consistency is satisfied, the Nash equilibrium of the optimization model is global optimal and when the model’s consistency is not met, the presence of perturbation strategy can improve the application of the algorithm. The basic experiments suggest that this optimization model has broad applicability and better performance, and gives a new idea for some intractable problems in the field of artificial intelligence
One of the first OpenGL ES version 3 books for game app developers doing mobile. Covers Android code and may be useful to iOS game developers too. OpenGL ES 3 is a new significant tech update to OpenGL ES graphics API engine that fuels game apps in both iOS and Android.
Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Full Text Available n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.
Qin, Jun; Wu, Hongrun; Liu, Yuhang; Tong, Xiaonian; Zheng, Bojin
The force of the ethnic separatism, essentially origining from negative effect of ethnic identity, is damaging the stability and harmony of multiethnic countries. In order to eliminate the foundation of the ethnic separatism and set up a harmonious ethnic relationship, some scholars have proposed a viewpoint: ethnic harmony could be promoted by popularizing civic identity. However, this viewpoint is discussed only from a philosophical prospective and still lack supports of scientific evidences. Because ethic group and ethnic identity are products of evolution and ethnic identity is the parochialism strategy under the perspective of game theory, this paper proposes an evolutionary game simulation model to study the relationship between civic identity and ethnic conflict based on evolutionary game theory. The simulation results indicate that: 1) the ratio of individuals with civic identity has a positive association with the frequency of ethnic conflicts; 2) ethnic conflict will not die out by killing all ethni...
Maria Cecília Moraes Frade
Full Text Available This article’s objective was to evaluate the balance in low vision deficients before and after 16 game therapy sessions. It was approved by the Research Ethics Committee with protocol 2349/2012, and developed at the Institute of the Blind of Central Brazil in Uberaba, Minas Gerais. The sample was made with 10 individuals with low vision in the age group of 12-23 years. Initially, participants were assessed with the Berg Balance Scale, underwent a session of game therapy with Nintendo Wii Fit and then reassessed. After that, 4 of the 10 participants were chosen to conduct 16 sessions of therapy for 2 months. In the end, the balance was reassessed. The results showed significant improvement in balance. The virtual rehabilitation can be used in several kinds of treatments, as it improves motor function, decreases perception of pain and improves balance. We conclude that the game therapy showed balance improvements in the subjects.
Hong, Jon-Chao; Hwang, Ming-Yueh; Lu, Chin-Hsieh; Cheng, Ching-Ling; Lee, Yu-Chen; Lin, Chan-Li
Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively "steer" the playfulness and enhance learning. In this paper an evolutionary contest game was designed and implemented to examine the influential…
Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich
Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…
Guo, Songfeng; Grindle, Garrett G; Authier, Erica L; Cooper, Rory A; Fitzgerald, Shirley G; Kelleher, Annmarie; Cooper, Rosemarie
Increased physical activity is important for reducing the risk of cardiovascular disease. However, among people with disabilities, inactivity is prevalent. In order to encourage exercise among members of this group, an exercise system combining arm ergometry with video gaming, called the GAME(Cycle) was previously developed. User input was received through an arm crank ergometer on a swivel, with the angular velocity of the ergometer resistance wheel controlling one axis and rotation of ergometer about the swivel controlling the other. The purpose of this study was to detail the algorithms used in this device and present novel features included in a second generation of the GAME(Cycle). The features include a wheel on base, a steering return mechanism, and wireless fire buttons. A focus group of clinicians (n = 8), wheelchair users (n = 8), and clinician wheelchair users (n = 2) was conducted to evaluate the features of the GAME(Cycle). The focus group suggested improvements to the steering mechanism and to reduce vibration in the system. However, the focus group enjoyed the GAME(Cycle) and felt that it would encourage exercise among persons with disabilities. PMID:16562635
W. Admiraal; J. Huizenga; M. Reitenbach; S. Rosenthal; M. Volman; G. ten Dam
In the Netherlands, differences in school motivation and performance between boys and girls are a major issue in political debates. In the first years of secondary education in the Netherlands, boys tend to underachieve and to be disengaged from school. Game-based learning might improve the school m
Jan, Mingfong; Gaydos, Matthew
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Children's puzzle games which can develop the child's intelligence and improve hands-on coordination skills are the network's top game.This text is to design and develop children's coloring game as an example, and it introduces the fully ob-ject-oriented programming features of Flash ActionScript3.0 and the advantages of using the software to develop the game, as well as using technology of the Flash ActionScript3.0 to design and develop the children's coloring game.%儿童益智游戏能开发小孩的智力和提高动手协调能力。该文以设计和开发儿童上色游戏为例，介绍了Flash Action-Script3.0完全的面向对象编程的特点和用该软件开发游戏的优势，以及使用Flash ActionScript3.0技术进行儿童上色游戏的设计与实现。
BACKGROUND As computer games have evolved over time many new features and game aspects have been introduced, such as the player-to-player communication of multiplayer games. Here, interaction between players can make up the major content of gameplay, shifting the burden of producing the plot away from the game designers to the players themselves. While there still has to be a degree of plot and narration also in a multiplayer game, much focus is on the communication activities of the players ...
Diese Arbeit untersucht den Einfluss des Game-Design auf ausgelöste Lernprozesse und den Erfolg von Serious Games. Hierzu werden Game-Design Paradigmen entwickelt, die als Richtlinien für Konzeption und Umsetzung eines Serious Game dienen. Als Serious Games werden Videospiele bezeichnet, die zur Wissensvermittlung konzipiert worden sind. Dabei sollen die motivationalen Faktoren eines Videospiels genutzt werden, um einen intrinsisch motivierten Lernprozess auszulösen. Das Bewertungkriterium fü...
Hicks, Kieran; Gerling, Kathrin; Kirman, Ben; Linehan, Conor; Dickinson, Patrick
Recent years have seen the massive daily engagement of players with games that are integrated with online social networking sites, such as Facebook. However, few games have successfully created engaging experiences through integration with microblogging websites. In this paper, we explore the opportunities and challenges in using Twitter as a platform for playing games, through the case study of the game Hashtag Dungeon, a dungeon-crawling game that uses Twitter for collaborative creation of ...
Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Lund, Henrik Hautop; Pagliarini, Luigi
Utilizing principles from parallel and distributed processing combined with inspiration from modular robotics, we developed the modular interactive tiles. As an educational tool, the modular interactive tiles facilitate the learning of multi-agent systems and interactive agent-based games. The...
Ventura, Matthew; Shute, Valerie; Zhao, Weinan
An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…
Neville, David O.; Shelton, Brett E.
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Smeddinck, Jan D.; Gerling, Kathrin M.; Tiemkeo, Saranat
Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the e...
Christopher, Timothy Van
This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…
This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.
Nils Malzahn; Sabrina Ziebarth; Dominik Kloke; H. Ulrich Hoppe
Computer games are currently one of the computer science applications with the highest amount of users. "Serious gaming" approaches try to use the attraction of playing games to convey serious content in an entertaining way. This paper presents a multi-agent-architecture for collaborative, serious and casual games. We are combining serious games with casual games, as these are known to have a high potential for frequent gaming by people of various social and educational background. To be flex...
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Hirdes, E. M.; Thillainathan, N.; Leimeister, Jan Marco
When developing serious games the most complex task is the alignment of instructional teaching methods and the game itself. To address this issue, we propose a shared language modeling approach for educational instructors and game developers. The language is based on so called serious game bricks, composites and rules. Combining these pedagogical and story elements allows the domain experts to create serious game patterns. The use of those patterns supports the development o...
Sotiris Kirginas; Dimitris Gouscos
The purposes of this study were (a) to develop a valid and reliable questionnaire using both the structural characteristics of digital games and students perceptions of the concept of freedom of choice in digital games, (b) to validate items to be used in questionnaire to measure perceived freedom of choice, (c) to identify the factors that underlie freedom of choice in digital games and (d) to generate a model to predict preferred freedom of choice in digital games from gender, age, familiar...
Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design....... The aim was for students to develop a more critically reflective perspective on video games and game design. In applying their game experiences, they developed their own digital prototypes and participated in reflective discussions on the concept of games: what makes them interesting and how...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...
The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning
Jacqueline Munalula Musiitwa
Africa is undergoing many positive soft infrastructure developments such as improved rule of law, reduced corruption, improved trade policies and so on changes that are reassuring investors that Africa is indeed open for business. Of note is that some of these changes are prompted by factors not previously considered in development strategies. Jacqueline Munalula Musiitwa addresses the role of netizens, the growing and better organized private sector and financial diplomacy. However, in order...
Prystupa-Rządca, Kaja; Starostka, Justyna
The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that are more aligned with customers’ needs. On the other hand, the attempt to align the customers’ expectations with artistic creativity may create tensions. Therefore, the aim of the research is to examine the methods of users’ involvement in produ...
Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee
Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…
Energy saving is the most important issue in research and development for wireless sensor networks. A power control mechanism can reduce the power consumption of the whole network.Because the character of wireless sensor networks is restrictive energy,this paper proposes a distributed power control algorithm based on game theory for wireless sensor networks which objects of which are reducing power consumption and decreasing overhead and increasing network lifetime.The game theory and OPNET simulation shows that the power control algorithm converges to a Nash Equilibrium when decisions are updated according to a better response dynamic.
针对游戏市场对游戏交互性要求日益提高的现状，结合ActionScript3.0提供的大量可利用接口，以及flash提供的开发环境，开发出一款“消灭动物”的flash游戏，以达到实现视频交互的目的。%In view of the higher requirements on the game interactive game market present situation, combining with actionscript 3 provides a large number of available interface, and lfash provides the development environment, developed a "kill animals" lfash game, to achieve the purpose of realization of video interaction.
Emin-Martinez, Valérie; Ney, Muriel
International audience In an attempt to address the difficulty to integrate Game-Based Learning (GBL) in the teaching practices, this paper proposes a model for the process of teachers' adoption of games, based on a first research work which led to a structured question matrix designed to foster teacher reflection on key issues that arise during this process. We focus on formal education and consider not only digital (educational) games but also other game-like activities such as role-play...
Raptopoulou, Anastasia Thomai
The research reported here is a qualitative case study aimed to identify the position of digital game-based learning (DGBL) in the public and private preschools of Stockholm. The research is placed within the broader framework of digital game-based learning and the practical implementation of digital games in education, while the emphasis of the study is given to the role of the teachers in the practical implementation of digital games into the classroom. The research examines the attitude of...
Andrade, Allen D; Idrees, Thaer; Karanam, Chandana; Anam, Ramankumar; Ruiz, Jorge G
The purpose of this study was to compare the effects of a computer-based anti-smoking game on the intent and motivation to quit tobacco. Smokers with nicotine dependence were briefly exposed to an anti-smoking game with or without an avatar resembling the smoker's self. The computer-based anti-smoking game improved participants' immediate intent and motivation to quit smoking. Embedding an avatar resembling self into the game did not result in added benefits. PMID:27046546
Roy, Anupama; Sharples, Mike
This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based game was designed using participatory approaches as a learning support, upholding their real life experiences in game form. The game was designed on ...
Lund, Henrik Hautop; Pagliarini, Luigi
(such as parallel programming, distribution, communication protocols, master dependency, connectivity, topology, island modeling software behavioral models, adaptive interactivity, feedback, user and multi-user game interaction, etc.). This can both improve the education-related issues in computer......The development of physical interactive games demands extensive knowledge in engineering, computer science and gaming. In this paper we describe how the Modular Interactive Tiles System (MITS) can be a valuable tool for introducing students to interactive parallel and distributed processing...... distributed processing in games with different software game models such as open loop, randomness based, rule based, user interaction based, AI and ALife based games, morphology based games, and physical teleplay games....
Crowdfunding was used for the development and production of an information literacy game, SEEK!, in 2012. The game aims to build skills around creating a search strategy and is deliberately generic and adaptable. This article outlines the reasons for using such a game for the teaching of information skills, the process of gaining funding via the crowdfunding platform Indiegogo and some future developments that build on the initial game creation and use.
Muhammad Nauman Mubarak
Full Text Available This paper presents design, fabrication and real time vision based control of a two degree of freedom (d.o.f robot capable of playing a carom board game. The system consists of three main components: (a a high resolution digital camera (b a main processing and controlling unit (c a robot with two servo motors and striking mechanism. The camera captures the image of arena and transmits it to central processing unit. CPU processes the image and congregate useful information using adaptive histogram technique. Congregated information about the coordinates of the object is then sent to the RISC architecture based microcontroller by serial interface. Microcontroller implements inverse kinematics algorithms and PID control on motors with feedback from high resolution quadrature encoders to reach at the desired coordinates and angles. The striking unit exerts a controlled force on the striker when it is in-line with the disk and carom hole (or, pocket. The striker strikes with the disk and pots (to hit (a ball into a pocket it in the pocket. The objective is to develop an intelligent, cost effective and user friendly system that fulfil the idea of technology for entertainment.
Branzei, Rodica; Dimitrov, Dinko; Tijs , Stef
We provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. As it turns out, a cooperative game is convex if and only if all its marginal games are superadditive, and a monotonic game satisfying the veto player property with respect to the members of a coalition C is a total clan game (with clan C) if and only if all its C-based marginal games are subadditive.
LI Qian; LI Cui-xia; WANG Gang-yi
In order to promote the common development of grain production and animal husbandry, and achieve the optimal comprehensive benefit of the entire system of grain production and the development of animal husbandry, we use the method of game theory to research the relations between grain production and the development of animal husbandry, from the perspective of interests cointegration. In accordance with the internal relations between stakeholders in grain production and the development of animal husbandry, we focus on researching the interests-sharing game behavior of the government and planting subject collectives, the planting subject collectives and planting subject individuals, the breeding subject and planting subject. The results show that there is inequality between various stakeholders, and they seek not only the price-based benefit, but also some intangible interests difficult to calculate and quantify.
Steiner, Christina M.; Kickmeier-Rust, Michael D.; Albert, Dietrich
Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for support
Sherry, John L; Lucas, Kristen; Greenberg, Bradley S; Holmstrom, Amanda
As the movement to capitalize on unique affordances of video games for learning continues to grow, relatively little research in that area has examined how formal features, such as genre and game mechanics, draw and hold children's attention. This study examines which genres children prefer and the reasons why children prefer those genres by reporting on a video game uses and gratifications survey of children of various ages (n=685). Results show distinct patterns of game use and preference tied to typical child developmental ecology at each age, indicating that genre preference varies by age and developmental context. Implications for game research and educational gaming are provided. PMID:23509989
Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong
The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among you...
YU Xiao-hui; ZHANG Qiang
The Shapley value of fuzzy bi-cooperative game is developed based on the conventional Shapley value of bi-cooperative game.From the viewpoint that the players can participate in the coalitions to a certain extent and there are at least two independent cooperative projects for every player to choose,Shapley value which is introduced by Grabisch is extended to the case of fuzzy bi-cooperative game by Choquet integral.Moveover,the explicit fuzzy Shapley value is given.The explicit fuzzy Shapley function can be used to allocate the profits among players in supply-chain under the competitive and uncertain environment.
Hansen, Søren Tranberg; Rasmussen, Dorte Malig; Bak, Thomas
This paper presents an initial, qualitative study on how a game based on a mobile robot with an expressive head can be used as a physical activity for elderly. The game is investigated in two independent field studies - one in a nursing home and one in a rehabilitation centre for elderly using an...... about their game play patterns and get ideas about future improvements of the game....
Full Text Available Feature selection plays an important role in machine learning and data mining. In recent years, various feature measurements have been proposed to select significant features from high-dimensional datasets. However, most traditional feature selection methods will ignore some features which have strong classification ability as a group but are weak as individuals. To deal with this problem, we redefine the redundancy, interdependence, and independence of features by using neighborhood entropy. Then the neighborhood entropy-based feature contribution is proposed under the framework of cooperative game. The evaluative criteria of features can be formalized as the product of contribution and other classical feature measures. Finally, the proposed method is tested on several UCI datasets. The results show that neighborhood entropy-based cooperative game theory model (NECGT yield better performance than classical ones.
Zhang, Xia; Xia, Zhengyou; Xu, Shengwu; Wang, J. D.
Timely and cost-effective analytics over social network has emerged as a key ingredient for success in many businesses and government endeavors. Community detection is an active research area of relevance to analyze online social network. The problem of selecting a particular community detection algorithm is crucial if the aim is to unveil the community structure of a network. The choice of a given methodology could affect the outcome of the experiments because different algorithms have different advantages and depend on tuning specific parameters. In this paper, we propose a community division model based on the notion of game theory, which can combine advantages of previous algorithms effectively to get a better community classification result. By making experiments on some standard dataset, it verifies that our community detection model based on game theory is valid and better.
Knox, M; Lentini, J; Cummings, Ts; McGrady, A; Whearty, K; Sancrant, L
Twenty-four children and adolescents aged 9-17 who were referred for treatment for anxiety were assigned to either a game-based biofeedback group or a waiting list comparison group. The eight-session biofeedback intervention included psychoeducation, identification of triggers and signs of anxiety, and in vivo practice. The intervention used computer-based gaming technology to teach and practise relaxation. Analyses using ANCOVA revealed significant differences in post-test scores of anxiety and depression measures between the two groups. The intervention group reduced anxiety and depression scores on standardised tests. Findings suggest that biofeedback-assisted relaxation training can be useful in decreasing anxiety and depressive symptoms in anxious youths. PMID:22942901
Ahmad M. Sarhan; Adnan Shaout; Michele Shock
Problem statement: The study presented a design that converted connect 4 game into a real-time game by incorporating time restraints. Approach: The design used Artificial Intelligence (AI) in implementing the connect 4 game. The AI for this game was based on influence mapping. Results: A waterfall-based AI software was developed for a Connect 4 game. Conclusion: A real time connect 4 game was successfully designed and implanted with GUI using C++ programming language.
Ahmad M. Sarhan
Full Text Available Problem statement: The study presented a design that converted connect 4 game into a real-time game by incorporating time restraints. Approach: The design used Artificial Intelligence (AI in implementing the connect 4 game. The AI for this game was based on influence mapping. Results: A waterfall-based AI software was developed for a Connect 4 game. Conclusion: A real time connect 4 game was successfully designed and implanted with GUI using C++ programming language.
Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson
This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…
Full Text Available Abstract Background Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice developed and currently in use at the RWTH Aachen University Medical School. The game is part of the attempt to teach medical students the organizational and conceptual basics of the medical practice of a general practitioner in a problem-based learning environment. This paper introduces methods and concepts used to develop the serious game and describes the results of an evaluation of the game's application in curricular courses at the Medical School. Results Results of the conducted evaluation gave evidence of a positive learning effect of the serious game. Educational supervisors observed strong collaboration among the players inspired by the competitive gaming aspects. In addition, an increase in willingness to learn and the exploration of new self-invented ideas were observed and valuable proposals for further prospective enhancements were elicited. A statistical analysis of the results of an evaluation provided a clear indication of the positive learning effect of the game. A usability questionnaire survey revealed a very good overall score of 4.07 (5=best, 1=worst. Conclusions We consider web-based, collaborative serious games to be a promising means of improving medical education. The insights gained by the implementation of eMedOffice will promote the future development of more effective serious games for integration into curricular courses of the RWTH Aachen University Medical School.
Gerling, Kathrin M.; Livingston, Ian J.; Nacke, Lennart E.; Mandryk, Regan L.
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 experi...
Xiangyong Chen; Jianlong Qiu
This paper concerns the optimal reinforcement game problem between two opposing forces in military conflicts. With some moderate assumptions, we employ Lanchester equation and differential game theory to develop a corresponding optimization game model. After that, we establish the optimum condition for the differential game problem and give an algorithm to obtain the optimal reinforcement strategies. Furthermore, we also discuss the convergence of the algorithm. Finally, a numerical example i...
Wu, William; Kaashoek, Nicolaas; Tzamos, Christos; Weinberg, Matthew; Daskalakis, Konstantinos
An efficient peer grading mechanism is proposed for grading the multitude of assignments in online courses. This novel approach is based on game theory and mechanism design. A set of assumptions and a mathematical model is ratified to simulate the dominant strategy behavior of students in a given mechanism. A benchmark function accounting for grade accuracy and workload is established to quantitatively compare effectiveness and scalability of various mechanisms. After multiple iterations of m...
Petit dit Dariel, Odessa J; Raby, Thibaud; Ravaut, Frédéric; Rothan-Tondeur, Monique
Shortened hospital stays, high patient acuity and technological advances demand that nurses increasingly make decisions under conditions of uncertainty and risk (Ebright et al., 2003). With rising trends towards out-patient care, nurses will need to perform complex problem-solving within a dynamic and changing environment for which there is not one clear solution (Schofield et al., 2010; Wolff et al., 2009). The development of sharp clinical reasoning skills, as well as skills in detection, monitoring, investigation and evaluation are therefore essential (Aitken et al., 2002). Yet few nursing students have long-term exposure to home-care and community situations. This is primarily due to scarce human resources and the time-consuming requirements of student supervision (Duque et al., 2008). When students are given the opportunity to experience home-care or community visits these tend to be unstructured leading to wide variations in their competencies. New pedagogical tools are needed to adequately and consistently prepare nurses for the skills they will need to care for patients outside acute care settings. Advances in Information and Communications Technologies (ICT) offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment. A three-phased project is underway that aims to create and test a Serious Game to improve nurses' clinical reasoning and detection skills in home-care and community settings. The first phase of this project involves the development of a scenario, the game engine and the graphic design and will be the focus of this paper. The second and third phases will test the Serious Game as an educational intervention and will be reported in subsequent papers. PMID:23332500
Mathieu Loiseau; Élise Lavoué; Jean-Charles Marty; Sébastien George
Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). After describing the challenge to a rich multidisciplinary approach involving ...
Full Text Available School students lack information about STEM based careers, a subject that is not sufficiently embedded in the national science curriculum. As a result, students feel they receive insufficient advice to support their choice of subjects at GCSE level and beyond. Students struggle to envisage potential career pathways leading on from studying science at school, and especially for younger students it is difficult to convey typical science-based career pictures in a way that is easily accessible to them. To address this need, we developed an interactive team-based activity which uses role play to help students envisage typical work processes within a science-based career—microbial quality control in a pharmaceutical industrial environment. This activity addresses children’s curiosity about science-based careers, by enabling them to experience typical every day work processes in an industrial environment in a hands-on fashion. Additionally, the activity helps to convey abstract concepts, such as the abundance of microbes in the natural environment, microbial contamination and the importance of hygiene, which link to the science curriculum.
Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila
Background Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (...
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning…
De Bruyne, E.; Thoolen, F.
The article introduces the Workplace Game to the Englisch speaking FM-world. As a communication tool, the game enables office workers to exchange ideas about the use of their office environment, and makes the implicit thoughts and norms about office use, explicit. This helps to make office life easi
De Bruyne, E; Thoolen, F.
The article introduces the Workplace Game to the Englisch speaking FM-world. As a communication tool, the game enables office workers to exchange ideas about the use of their office environment, and makes the implicit thoughts and norms about office use, explicit. This helps to make office life easier and more pleasant, because these issues and potential problems are now clear to everyone.
Chen, Weiyun; Hendricks, Kristin; Zhu, Weimo
The purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI) that assesses an individual player's offensive game performance competency in basketball. Twelve physical education teacher education (PETE) students playing two 10-minute, 3 vs. 3 basketball games were videotaped at end of a…
Dye, M. W. G.; Green, C. S.; Bavelier, D.
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…
Jannicke Baalsrud Hauge
Full Text Available In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change. PMID:20711522
This paper examines the possibility that dance games such as Dance Dance Revolution or StepMania enhance the cognitive abilities that are critical to academic achievement. These games appear to place a high cognitive load on working memory requiring the player to convert a visual signal to a physical movement up to 7 times per second. Players see a pattern of directions displayed on the screen and they memorise these as a dance sequence. Other researchers have found that attention span and memory ability, both cognitive abilities required for academic achievement, are improved through the use of physical movement and exercise. This paper reviews these claims and documents tool development for on-going research by the author.
Full Text Available Design and development of a large video game is a challenging software engineering and projectmanagement problem. Thus, it is a non-trivial task. This paper describes the design and development of agame, entitled N-STAL, which embodies nearly every aspect of game design and implementation,including researching, crafting of assets, selection and usage of proper tools, software development,testing, and team play. Key software engineering principles are followed throughout the design,development, and validation stages. Successful execution of such design and development in an academicsetting inspires team-based learning in students. It challenges them to meet project deadlines, preparesthem for life-long learning, and helps them understand some of the challenges that are faced withmodeling, simulation, and user interfacing.
Rozen, van, Riemer
Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns encoding common game design knowledge can hel...
This paper offers a solution to 'The Problem of Sustainable Economic Development' on islands. This hypothesis offers a foundational, sub-game solution to The Island Survival Game, a counterintuitive, dominant economic development strategy for ‘islands’ (and relatively insular states). This discourse also tables conceptual building blocks, prerequisite analytical tools, and a guiding principle for The Earth Island Survival Game, a bounded delay supergame which models 'The Problem of Sustainabl...
Full Text Available Due to the progress of information technology and the development of Internet, the digital content industry has become one of the most promising industries in the 21st century. The rapid growth of the online gaming industry at the turn of the century does not only catch the eyes of the whole world, but also reshape the entire information-related industry. The purpose of this study is to explore issue of the talent development policy of the domestic online game industry. The method of in-depth interview is used in this study, and the research target is chosen to be qualified of speaking for the government, the education institutes, and the private sectors in the industry. The findings of this research suggest that Taiwan's government should take up a more vigorous responsibility. Following the government's leadership, both education institutes and industry private sectors must actively participate in the collaboration and feed back the up-dated information, such as the market trend and most wanted human resources, to the policy makers.[Article content in Chinese
Bakkes, S.; Tan, C. T.; Pisan, Y.
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific literature. The motivation concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions....
Qin, Jun; Yi, Yunfei; Wu, Hongrun; Liu, Yuhang; Tong, Xiaonian; Zheng, Bojin
The force of the ethnic separatism, essentially originating from the negative effect of ethnic identity, is damaging the stability and harmony of multiethnic countries. In order to eliminate the foundation of the ethnic separatism and set up a harmonious ethnic relationship, some scholars have proposed a viewpoint: ethnic harmony could be promoted by popularizing civic identity. However, this viewpoint is discussed only from a philosophical prospective and still lacks support of scientific evidences. Because ethnic group and ethnic identity are products of evolution and ethnic identity is the parochialism strategy under the perspective of game theory, this paper proposes an evolutionary game simulation model to study the relationship between civic identity and ethnic conflict based on evolutionary game theory. The simulation results indicate that: (1) the ratio of individuals with civic identity has a negative association with the frequency of ethnic conflicts; (2) ethnic conflict will not die out by killing all ethnic members once for all, and it also cannot be reduced by a forcible pressure, i.e., increasing the ratio of individuals with civic identity; (3) the average frequencies of conflicts can stay in a low level by promoting civic identity periodically and persistently.
Business game can be used not only as an educational tool for the development of decision making ability, but also can be used for supporting the knowledge creation activity in organizations. In this paper, some conceptual considerations to meanings of the business game in the knowledge creation activity by using the knowledge creation theory and other related theories are given,and business game activity concept which refers to game play and development is proposed. Then focusing on the business game activity as an instantiation of the knowledge creation activity, and a Web based gaming activity support system based on the former system called YBG that enables us to play and develop many business games through the standard web browser is proposed. This system also provides us a lot of opportunities to play and develop the business games over business game communities.
Cooper, Kendra M L
Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software.Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the inte
Hautopp, Heidi; Hanghøj, Thorkild
experiences with the central goals in communicative language teaching (CLT). The paper is based on a study of The Danish Simulator when integrated in a game‐based language course with 15 students at a language center in Copenhagen during spring, 2013. The Danish Simulator consists of language drills...... and simulated dialogues of everyday life and provides the students with feedback on their pronunciation as they play. The empirical data consists of participatory observations of teaching and video recordings of 12 lessons over the course of three days as well as interviews with the students...... on their experiences with The Danish Simulator in a teaching context. Furthermore, the data include a pilot test and an interview with one student playing The Danish Simulator. The empirical data have been collected and analyzed through an ethnographically inspired approach to discourse analysis. In summary...
On the Way to Fun outlines a fine framework linking human emotions and instincts to successful game design, blending a theoretical framework with keys to analyzing game play. The framework is then applied to both successful and unsuccessful games to make for a fine survey for any who want to properly design and develop ideas to maximum benefit.-Midwest Book Review, January 2011I love the '6-11 Framework'. It's a brilliant analysis. Wish I'd thought of it. Emotion is essential to establishing a deep connection with games. So many games lack it, and this book shows the way. The analyses of retro
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest aims at…
Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; Mackinnon, Lachlan
Owing to their ease of engagement and motivational nature, especially for younger age groups, games have been omnipresent in education since earliest times. More recently, computer video games have become widely used, particularly in secondary and tertiary education, to impart core knowledge in some subject areas and as an aid to attracting and retaining students. Academics have proposed a number of approaches, using games-based learning (GBL), to impart theoretical and applied knowledge,espe...
季婉婧; 曲建升; 何霄嘉
在介绍国际气候博弈概念的基础上,用SWOT分析方法对中国在国际气候博弈中的优势、劣势、机会和威胁进行分析.研究结果表明:中国在应对气候变化问题上的优势是与发展中国家的意见趋于一致,但是存在资金和技术上的劣势；不仅面临着国际气候博弈格局变化的机遇,同时也受到来自其他国家态度和立场转变的威胁.在此基础上构建了SWOT矩阵,并提出几点战略思考:明确面向全球减排目标的国家战略；与美国取得更广泛的共识；构建更加公平和有效的国际气候制度及保障机制；保持参与国际气候谈判的积极立场；关注美国立场变化；强调公平与正义等.%Based on an introduction to the concept of international climate change game,the strengths,weaknesses,opportunities and threats of China are mainly analyzed in international climate game with SWOT method.The results reveal that the strengths of China in coping with climate change are the opinions of the developing countries to the agreement, with the disadvantages of funds and technology.China not only faces with the opportunities of the change of international climate pattern, but also meets the threat of other counties change their attitudes and positions.Then the SWOT matrix based on the SWOT is constructed.Lastly some strategic thinking for it is put forward.National strategy for global emission reduction targets need to be cleared, with a broader consensus with the United States obtained, a more -equitable and effective international climate regime and the protection mechanisms built, a positive position to participate in international climate negotiations maintained, concerning about the U.S.position change and emphasis on fairness and justice etc.
The Division of Safeguards, Fuel Cycle and Environmental Research within the Nuclear Regulatory Commission (NRC) has created a program to establish appropriate methodologies for structuring and evaluating physical protection systems. Sandia Laboratories, Livermore, is responsible for developing evaluative methodologies for transportation safeguards systems. In order to gain insight into the various parts of the transportation physical protection system, a tactical board game, AMBUSH, was developed by Sandia. The purpose and features of AMBUSH are discussed. AMBUSH can be used to help provide insight into the value of additional vehicles, guards, cargo barriers, equipment and alternative tactics. One value of using AMBUSH comes from the player participation in the events that take place. The tasks that are executed at any game turn are based on a human interpretation of the current overall situation and on which strategies appear to optimize the chance of success. Thus, this game may also be valuable as a training device for the transportation guard force. An advantage over computer-based combat simulation models is that AMBUSH is easily transportable and relatively inexpensive
Nayak, Ashwin; Sikora, Jamie; Tunçel, Levent
We focus on a family of quantum coin-flipping protocols based on bit-commitment. We discuss how the semidefinite programming formulations of cheating strategies can be reduced to optimizing a linear combination of fidelity functions over a polytope. These turn out to be much simpler semidefinite programs which can be modelled using second-order cone programming problems. We then use these simplifications to construct their point games as developed by Kitaev. We also study the classical versio...
Full Text Available This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the basic mathematical operations such as addition, subtraction, multiplication, and division are expected to performed by learners as they represent themselves as avatars while they immerse in a quest of digital objects in the VLE called Math World. Educational attributes such as mentality change, emotional fulfillment, knowledge enhancement, thinking skills development, and bodily coordination are evaluated to ensure learning effectiveness. Also, game playability measured in terms of game plays, story, mechanics and interface usability are examined for its educative design. With an aggregate of these enhanced indices, results attest that objectives were met while making mathematics an interesting, motivating and enjoyable subject, hence VLE a significant tool to complement the conventional approaches of teaching.
Full Text Available This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the basic mathematical operations such as addition, subtraction, multiplication, and division are expected to performed by learners as they represent themselves as avatars while they immerse in a quest of digital objects in the VLE called Math World. Educational attributes such as mentality change, emotional fulfillment, knowledge enhancement, thinking skills development, and bodily coordination are evaluated to ensure learning effectiveness. Also, game playability measured interms of game plays, story, mechanics and interface usability are examined for its educative design. With an aggregate of these enhanced indices, results attest that objectives were met while making mathematics an interesting, motivating and enjoyable subject, hence VLE a significant tool to complement the conventional approaches of teaching.
Maitem, Jean; Rabago, Lorena; Tanguilig, Bartolome
This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the basic mathematical operations such as addition, subtraction, multiplication, and division are expected to performed by learners as they represent themselves as avatars while they immerse in a quest of digital objects in the VLE called Math World. Educational attributes such as mentality change, emotional fulfillment, knowledge enhancement, thinking skills development, and bodily coordination are evaluated to ensure learning effectiveness. Also, game playability measured in terms of game plays, story, mechanics and interface usability are examined for its educative design. With an aggregate of these enhanced indices, results attest that objectives were met while making mathematics an interesting, motivating and enjoyable subject, hence VLE a significant tool to complement th...
VanDevender, P.; Berman, M.; Savage, K.
The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.
According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with...
This paper investigates the delay minimization problem for instantly decodable network coding (IDNC) based deviceto- device (D2D) communications. In D2D enabled systems, users cooperate to recover all their missing packets. The paper proposes a game theoretic framework as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. The session is modeled by self-interested players in a non-cooperative potential game. The utility functions are designed so as increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Nash equilibrium. Three games are developed whose first reduces the completion time, the second the maximum decoding delay and the third the sum decoding delay. The paper, further, improves the formulations by including a punishment policy upon collision occurrence so as to achieve the Nash bargaining solution. Learning algorithms are proposed for systems with complete and incomplete information, and for the imperfect feedback scenario. Numerical results suggest that the proposed game-theoretical formulation provides appreciable performance gain against the conventional point-to-multipoint (PMP), especially for reliable user-to-user channels.
This paper presents the opening talk that briefly surveys the present (May 2011) situation in sustainable energy development. Recent estimates and forecasts of the oil, gas, coal resources and their reserve/production ratio, nuclear and renewable energy potential, and energy uses are surveyed. A brief discussion of the status, sustainability (economic, environmental and social impact), and prospects of fossil, nuclear and renewable energy use, and of power generation is presented. Comments about energy use in general, with more detailed focus on recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, and effects of the recent global economy downturn of global sustainability, are brought up. Ways to resolve the problem of the availability, cost, and sustainability of energy resources alongside the rapidly rising demand are discussed. The author’s view of the promising energy R and D areas, their potential, foreseen improvements and their time scale, and last year’s trends in U.S. government energy funding are presented. -- Highlights: ► The present (May 2011) situation in sustainable energy development is surveyed. ► Recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, ad effects of the recent global economy downturn of global sustainability, are brought up. ► Promising energy R and D areas, their potential, foreseen improvements and their time scale. ► Last year’s trends in U.S. government energy funding are presented.
Yassine El Borji
Full Text Available Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit into a world they know and in which they feel comfortable. But the real issue is that they have not been exploited to their full potential in order to ensure efficient use in education. This work tries to meet this issue. It is interested in contributing to the knowledge of serious games as well as to promote their use in educational field. Based on the metadata schema «SG-LOM» to formally describe serious games and other comparative study, we suggest examining pedagogical, Playful and Technical criteria to conduct this study which aims to develop an assessment and analysis grid of the quality of serious games intended to be used in educational field.
Pasch, Marco; Bianchi-Berthouze, Nadia; Dijk, van Betsy; Nijholt, Anton; Reidsma, D.; Nijholt, A.
Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the relat
Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung
It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…
Dye, M.W.G.; Green, C.S.; Bavelier, D
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to...
Cowley, B.; Heikura, T.; Ravaja, N.
In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect…
Asier Lopez-Basterretxea; Amaia Mendez-Zorrilla; Begonya Garcia-Zapirain
This article presents a telemonitoring tool based on computer games, aimed at money management skill improvement for people with Intellectual Disabilities (ID). The presented tool is divided into two parts: on one hand, some training activities related to payments and currency discrimination based on Serious Games are proposed to the user using a multitouch device. On the other hand, the psychologists and specialist who work with them, can access to the Serious Games results using an online...
A. Imbellone; G. Marinensi; Medaglia, C. M.
The paper presents the empirical results obtained from a study conducted on a game-based online course that took place in 2014 with 47 participants. The study evidenced the benefits of the learning games mechanics on learners’ willingness to continue the course. Assuming the interest for the subject of the course as a fundamental condition for student persistence within the course, it is shown how it can be significantly enhanced by the presence of both ludic and narrative game-based elements.
This paper reports the effort of using agent-based mix-game model to predict financial time series. It introduces the prediction methodology by means of mix-game model and gives an example of its application to forecasting Shanghai Index. The results show that this prediction methodology is effective and agent-based mix-game model is a potential good model to predict time series of financial markets.
Today mobile phones play a more and more important role in our daily life. Not only because of the function of communication but because of the new features of the smart phones today. People use smart phones because smart phones are able to help people do a lot of things. With the development of the hardware of mobile phones the quality and popularity of mobile phone games have increased. Android platform takes the biggest part of the smart phone market. The aim of my thesis is to...
Gerling, Kathrin M.; Dergousoff, Kristen K.; Mandryk, Regan L.
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus ...
Full Text Available Free/Libre Open Source Software (F/LOSS development practices are gaining momentum in the computer game industry. This traditionally proprietary industry is becoming more interested in the F/LOSS paradigm for developing complex software projects. Software practitioners, both managers and developers, need to understand the potential in order to benefit properly from incorporating F/LOSS practices into their proprietary production cycle. Comparisons between proprietary and F/LOSS software development processes are usually characterized in terms of the relationship between property rights, revenue distribution and power within a network of actors. By contrast, coordination and control practices, mediating artifacts and development tools, and the interactions between the different actors involved in the development are often neglected. Proprietary and F/LOSS development differ in terms of the knowledge exchanges between the relevant actors and the different strategies employed to overcome information asymmetries. Recognizing this difference is an essential step for evaluating how proprietary, closed-source software houses can benefit by integrating various F/LOSS practices into their development agenda.
Sameerchand Pudaruth; Rudy Khoobeelass
The aim of this paper was to develop an Action Adventure Game with AI (Computer Operated Player) for mobile devices. It is a 2D top view single player game where the main character has to roam around and complete the objectives of the game. The main objectives are to find a weapon to be able to attack, collect the different artifacts scattered across the map, kill the computer operated players, and most of all stay alive until all has been completed. The game features four directional movemen...
Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro
Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...... measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted....
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas
For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi
Magnusson, Lars V
Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...
Paulus Adi Purnomo
hardware specifications support. This situation developed the making of ChainKiller Game, a Flash-based real-time action RPG online game to provide an alternative as well as interactive and interesting game with a minimum hardware specification. The sequential linear process model is used to develop the overall game. Besides, a literature study was implemented to enrich the insight to develop the interesting mini game. The real-time action RPG online game which is based on Flash can be easily used with minimum hardware specification.
Timcenko, Olga; Stojic, Radoslav
is Medialogy education, which was established in 2002. This paper presents transfer of experiences from Medialogy education in Denmark to Game development education in Serbia - a new (2 years old) study line successfully developed in the country where game development companies hardly exist, but a need...
Muñoz-Avila, Hector; Bauckhage, Christian; Bida, Michal; Congdon, Clare Bates; Kendall, Graham
The incorporation of learning into commercial games can enrich the player experience, but may concern developers in terms of issues such as losing control of their game world. We explore a number of applied research and some fielded applications that point to the tremendous possibilities of machine learning research including game genres such as real-time strategy games, flight simulation games, car and motorcycle racing games, board games such as Go, an even traditional game-theoretic pro...
This paper analyses redounded profits of cooperation and non-cooperation among cities in urban agglomerations based on game theory. It discusses the problems of economical development among cities with feeble cooperation, and deduces the conclusion that only cooperation of cities produces the maximum profits and realizes Pareto efficiency for cities and urban agglomerations. The paper states that cooperation is the cornerstone of economic sustainable development in urban agglomerations in profits produced by cooperation among cities.Some suggestions to accelerate cooperation among cities are proposed.
Gower, Lily; McDowall, Janet
Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…
von Heider, Molly
The range of games, rhymes, songs, and exercises for children collected in this book are based on Rudolf Steiner's educational philosophy and are designed to lay the foundation for sound later learning. The book's chapters are: (1) "Learning Aids"; (2) "The Early Years"; (3) "Foot Exercises: Kindergarten or Class I, 5-7 Years"; (4) "Finger Games";…
Watts, Cody; Sharlin, Ehud; Woytiuk, Peter
International audience Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique ...
Full Text Available Massively multiplayer online role-playing games (MMORPGs are identified as valuable arenas for language learning, as they provide access to contexts and types of interaction that are held to be beneficial in second language acquisition research. This paper will describe the development and key features of these games, and explore claims made regarding their value as environments for language learning. The discussion will then examine current research. This is followed by an analysis of the findings from an experimental qualitative study that investigates the interaction and attitudes of Japanese English as a foreign language learners who participated in MMORPG-based game play. The analysis draws attention to the challenging nature of the communication environment and the need for learner training. The findings indicate that system management issues, proficiency levels, the operation of affective factors, and prior gaming experiences appeared to influence participation. The data shows that for the intermediate learners who were novice users, the interplay of these factors appeared to restrict opportunities to engage in beneficial forms of interaction. In a positive finding, it was found that the intermediate and advanced level participants effectively utilized both adaptive and transfer discourse management strategies. Analysis reveals they took the lead in managing their discourse, and actively engaged in collaborative social interaction involving dialog in the target language. Participant feedback suggests that real time computer-based nature of the interaction provided benefits. These include access to an engaging social context, enjoyment, exposure to new vocabulary, reduced anxiety, and valuable opportunities to practice using a foreign language. This paper concludes by identifying areas of interest for future research.
Chee-onn WONG; Jon-gin KIM; Eun-jung HAN; Kee-chui JUNG
This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entertainment measure to evaluate the playing experience. We utilized a self-organizing map (SOM) to cluster the player's style with the data obtained while playing the game. We further argued that style-based adaptation contributes to higher enjoyment, and this is reflected in our experiment using a supervised multilayered perceptron (MLP) network.
Full Text Available The purpose of this research is to design classic simulation game application of Fly and Learn which is a mobile gaming application based on android smartphone that aims to provide children in elementary school level to learn with ease through a game. Fly and Learn is a classic simulation game which has a specific purpose to introduce the game of the plane where the children play as a pilot by a plane ride and also to train them in answering questions quickly and accurately on the way. The method used in this research is the waterfall model. The results achieved in the form of an application that can make a learning media for elementary school level students through the medium of game based on android. The conclusion of this research is that the created application successfully attracts students interest thus helping their learning process.
Bajracharya, Rabindra R.; Thompson, John R.
Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the analytical derivation game. This game involves deriving an equation through symbolic manipulations and routine mathematical operations, usually without any physical interpretation of the processes. This game often creates cognitive obstacles in students, preventing them from using alternative resources or better approaches during problem solving. We conducted hour-long, semi-structured, individual interviews with fourteen introductory physics students. Students were asked to solve four "pseudophysics" problems containing algebraic and graphical representations. The problems required the application of the fundamental theorem of calculus (FTC), which is one of the most frequently used mathematical concepts in physics problem solving. We show that the analytical derivation game is necessary, but not sufficient, to solve mathematically based physics problems, specifically those involving graphical representations.
Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena
ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. PMID:27533268
Chu, Hui-Chun; Hung, Chun-Ming
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Simons, Monique; Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Jacob C Seidell; Brug, Johannes
BACKGROUND: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. OBJECTIVE: The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in...
Chatzigiannakis, Ioannis; Akribopoulos, Orestis; Logaras, Marios; Kokkinos, Panagiotis; Spirakis, Paul
In this work, we discuss multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We discuss the fundamental issues and challenges related to these type of games and the scenarios associated with them. We also present and evaluate an example of such a game, called the "Hot Potato", developed using the Sun SPOT hardware platform. We provide a set of experimental results, so as to both evaluate our implementation and also to identify issues that arise in pervasive games which utilize sensor network nodes, which show that there is great potential in this type of games.
Beg, Imran; Van Looy, Jan
Introduction Parallel to the growing interest in the deployment of digital games as an instructional tool for educational and social purposes and their theoretical underpinning and viability (Egenfeldt-Nielsen, 2006), the social aspect of gaming itself has also gained interest as in how various forms of human interaction in digital games and game play manifest. For example, Zagal, Nussbaum and Rosas (2002) developed a model for multiplayer game design to support initial steps in the desig...
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…
Cicchino, Marc I.
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…
Bellotti, Francesco; Bottino, Rosa Maria; Nadolski, Rob; Fernández Manjón, Baltasar
Bellotti, F., Bottino, R. M., Nadolski, R. J., & Fernández Manjón, B. (2012, 4-6 July). Game based learning for 21st century transferable skills: challenges and opportunities. Presentation at the Workshop Game based learning for 21st century transferable skills: challenges and opportunities, 12th IE
Hui, Rui; Lund, Jay R.; Madani, Kaveh
Optimal risk-based levee designs are usually developed for economic efficiency. However, in river systems with multiple levees, the planning and maintenance of different levees are controlled by different agencies or groups. For example, along many rivers, levees on opposite riverbanks constitute a simple leveed river system with each levee designed and controlled separately. Collaborative planning of the two levees can be economically optimal for the whole system. Independent and self-interested landholders on opposite riversides often are willing to separately determine their individual optimal levee plans, resulting in a less efficient leveed river system from an overall society-wide perspective (the tragedy of commons). We apply game theory to simple leveed river system planning where landholders on each riverside independently determine their optimal risk-based levee plans. Outcomes from noncooperative games are analyzed and compared with the overall economically optimal outcome, which minimizes net flood cost system-wide. The system-wide economically optimal solution generally transfers residual flood risk to the lower-valued side of the river, but is often impractical without compensating for flood risk transfer to improve outcomes for all individuals involved. Such compensation can be determined and implemented with landholders' agreements on collaboration to develop an economically optimal plan. By examining iterative multiple-shot noncooperative games with reversible and irreversible decisions, the costs of myopia for the future in making levee planning decisions show the significance of considering the externalities and evolution path of dynamic water resource problems to improve decision-making.
Gao, Jia; Li, Zhi; Cong, Rui; Wang, Long
Altruistic punishment for defectors is considered as a key motive for the explanation of cooperation. However, there is no clear border between the cooperative and defective behaviors in a continuous strategy game. We propose a model to study the effect of punishment on the evolution of cooperation in continuous public goods game, wherein individuals have the traits to punish the co-players based on social tolerance. We show that a reasonable punishment with a uniform tolerance can spur individuals to make more investments. Additionally, for a fixed punishment cost and a fixed fine, a moderate value of tolerance can result in the best promotion of cooperation. Furthermore, we investigate the coevolutionary dynamics of investment and tolerance. We find that the population splits into two branches: high-tolerance individuals who make high investments and low-tolerance individuals who make low investments. A dynamic equilibrium is achieved between these two types of individuals. Our work extends punishment to continuous cooperative behaviors and the results may enhance the understanding of altruistic punishment in the evolution of human cooperation.
LI Zhi-Hua; WANG Bing-Hong; LIU Run-Ran; YANG Han-Xin
We propose a new two-type-player prisoner's dilemma game based on the division of work on a square lattice, in which a fraction of the population μ are assigned type A and the rest B.In a one-shot two-player game, we let both of their original payoffs be scaled by a same multiplicative factor α > 1, if two neighboring players are of different types; however we leave the payoffs unchanged if they are of the same type.Then we show that combined with the two-type setup, the square lattice can assist to induce different social ranks according to players' abilities to collect payoffs.Simulation results show that the density of cooperation is significantly promoted for a wide range of the temptation to defection parameters and that there are optimal values for both α and μ leading to the maximal cooperation level.We reach these results by analyzing the distribution of the players in the social ranks and we also show some typical snapshots of the system.
Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Full Text Available This paper deals with establishing an economically viable and robust multilevel Game theoretic watermarking security system for the digital community; based on CPU time utilization with respect to channel capacity and system complexity. The coefficients of watermark are embedded into the host image at selected transformation level, which in turn extracted by inverse transformation at the decoder to develop the game matrix, which is iteratively searched for the optimized stable state for the system using permissible threshold. The rational thinking of maximizing the payoff of the watermarker (encoder with respect to the attacker (noise can be merged with the model deriving winning strategies to gain optimality. The data is rationally analyzed and tested to describe the behavior of the method for varying system parameter values and to gain performance optimization on different gray images with added Gaussian, salt and pepper, JPEG compression noises. Signal to noise ratio and correlation coefficients are used as criteria for testing the method.
McCallum, Simon; Boletsis, Costas
Serious games for health and, more specifically, for elderly people have developed rapidly in recent years. The recent popularization of novel interaction methods of consoles, such as the Nintendo Wii and Microsoft Kinect, has provided an opportunity for the elderly to engage in computer and video games. These interaction methods, however, still present various challenges for elderly users. To address these challenges, we propose an architecture consisted of Augmented Reality (as an output mechanism) combined with gestured-based devices (as an input method). The intention of this work is to provide a theoretical justification for using these technologies and to integrate them into an architecture, acting as a basis for potentially creating suitable interaction techniques for the elderly players. PMID:23739373
Full Text Available In computer-supported collaborative learning (CSCL environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances for learning, especially in collaborative learning activities. Therefore, in this paper, related literature on wikis and how game & instructional designers can leverage from wikis in game-based learning settings for enhancing students’ collaborative learning activities are examined. Based on the reviewed literature, two main suggestions are given in this paper with their underlying reasons. First, using wikis as a support tool for enhancing collaboration in digital game-based learning (DGBL environments, and second using wikis as an assessment tool in DGBL are suggested.
Full Text Available In this paper we discuss how location-based mobile games can be designed for learning in modern technology enhanced public spaces. We start with the description of the design process and we identify the main challenges faced. We elaborate the case of the game Invisible City: Rebels vs. Spies, a game to be played in a city centre using mobile devices. Through this case we highlight the adaptation of an original party game into a mobile form, the issues we faced and the key aspects conductive to learning in a smart city. It is claimed that creating mobile city games for learning is a new challenge, as our city landscapes are augmented with an increasing number of layers of digital information in which a new generation of city games are played.
ANDREW GRANTHAM; RAPHAEL KAPLINSKY
The electronic games industry has grown within the space of a decade to a $40bn global industry. Yet, at least in the UK, the management of innovation in the software development sector reflects the industry's bedroom origins. Visits to major buyers in the US by UK games developers show that publishers increasingly require more sophisticated management procedures from developers, including that with respect to the management of innovation. This paper reports on the development of industry-spe...
Hagelbäck, Johan; Johansson, Stefan J.
Computer games in general, and Real Time Strategy games in particular is a challenging task for both AI research and game AI programmers. The player, or AI bot, must use its workers to gather resources. They must be spent wisely on structures such as barracks or factories, mobile units such as soldiers, workers and tanks. The constructed units can be used to explore the game world, hunt down the enemy forces and destroy the opponent buildings. We propose a multi-agent architecture based on ar...
本文分析了基于3D游戏引擎设计手机游戏的特点，阐述了基于千鸟引擎的手机游戏开发的优势，论述了躲避障碍物的碰撞检测的方法与实现。%Based on the analysis of 3D game engine-based design of mobile games, this paper describes the advantages of Chidori engine-based mobile game development, discusses the obstacle avoidance and collision de-tection method for implementation.
Jannicke Baalsrud Hauge; Stefan Wiesner; Rosa Garcia Sanchez; Poul Kyvsgaard Hansen; Giusy Fiucci; Michel Rudnianski; Jon Arambarri Basanez
In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number...
Sung, Kelvin; Zhu, Rob; Pavleas, Jebediah
Focuses on teaching key game programming principles and techniques rather than platform specifics, which makes it very appealing to hobbyists and game enthusiasts, and anyone who is thinking about a future career in game development. Uses the free, open source MonoGame framework to make it easy to target a wide range of platforms including Windows 8, Windows Phone, iOS, Android, MacOSX and Playstation Mobile. There are currently no books on the market covering this framework. By the end of the book, readers will have built a full working game and they'll have their own game library of build
Full Text Available We present DEVELOP-FPS, a software tool specially designed for the development of First Person Shooter (FPS players controlled by Rule Based Scripts. DEVELOP-FPS may be used by FPS developers to create, debug, maintain and compare rule base player behaviours, providing a set of useful functionalities: i for an easy preparation of the right scenarios for game debugging and testing; ii for controlling the game execution: users can stop and resume the game execution at any instant, monitoring and controlling every player in the game, monitoring the state of each player, their rule base activation, being able to issue commands to control their behaviour; and iii to automatically run a certain number of game executions and collect data in order to evaluate and compare the players performance along a sufficient number of similar experiments.
Bavelier, D; Green, C S; Seidenberg, M S
A recent study found that dyslexic children trained on action video games show significant improvements on basic measures of both attention and reading ability, suggesting future directions for the study of dyslexia intervention paradigms. PMID:23578877
Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M.
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development ...
To some, the relation between bidirectional optimality theory and game theory seems obvious: strong bidirectional optimality corresponds to Nash equilibrium in a strategic game (Dekker and van Rooij 2000). But in the domain of pragmatics this formally sound parallel is conceptually inadequate: the sequence of utterance and its interpretation cannot be modelled reasonably as a strategic game, because this would mean that speakers choose formulations independently of a meaning that they want to...
In real-life situations, decisions must be made even when limited or uncertain information is available. Therefore, the payoff of an action is not clearly known when the decision is made. Recently, game theory has become a powerful tool for analyzing the interactions between decision makers in many domains. However, the traditional game theory approach assumes that a player belief about the payoff of a strategy taken is accurate. To address this problem, we introduce a new kind of game, calle...
The objective of this thesis was to examine the core structure of a game engine and applications of various design patterns and techniques. While various general-purpose game engines exist for game development teams to use freely, programming a custom base for a game helps to understand the functionality low-level engine systems as well as frees the team of possible licensing costs. A development approach was taken in implementing the thesis, meaning a complete, yet simple game engine has...
Kirschner, Paul A.; Valcke, Martin; Van Vilsteren, Paul
Kirschner, P. A., Valcke, M., & Van Vilsteren, P. (1997) Business Game Learning Environment. Design and development of a competency-based distance education business curriculum at the Open University of the Netherlands.
“Steer the economy” is an interactive game that shows the relationship between company decisions and macroeconomic dynamics. In this real time computer network simulation game the interaction between the players determines the macroeconomic results and players see within a short period the long-term consequences of their strategic decisions.For a lot of students macroeconomics is very abstract. It is difficult for them to imagine that the theories are fundamentally about the coordination of h...
Vladimirova, A. (Anna)
As the philanthrocapitalistic movement is growing, Bishop and Green (2010) particularly emphasise the importance of digital activism in achieving the goals of philanthrocapitalism. Companies developing games for change emerge as one of the brightest embodiments of digital activism, it being a strategic area of philanthrocapitalism, a tool and an instrument of social change in the hands of businesses. “Investment in philanthropy for social impact” is rapidly employed as a mott...
van Houten, S.P.A.
Managing today's multi-actor systems, such as supply chains, is becoming an increasingly challenging task given developments in the markets, e.g. globalization, and in technology, e.g. the Internet. Today's managers are faced with increasing competition and globalization in an ever increasingly complex and dynamic system. Multiple tools exist to support managers in gaining more insight into these kinds of systems, such as simulation models or case-studies. Business games are another tool that...
LI Yu-Jian; WANG Bing-Hong; YANG Han-Xin; LING Xiang; CHEN Xiao-Jie; JIANG Rui
We investigate the prisoner's dilemma game based on a new rule: players will change their current strategies to opposite strategies with some probability if their neighbours' average payoffs are higher than theirs. Compared with the cases on regular lattices (RL) and Newman-Watts small world network (NW), cooperation can be best enhanced on the scale-free Barabasi-Albert network (BA). It is found that cooperators are dispersive on RL network, which is different from previously reported results that cooperators will form large clusters to resist the invasion of defectors. Cooperative behaviours on the BA network are discussed in detail. It is found that large-degree individuals have lower cooperation level and gain higher average payoffs than that of small-degree individuals. In addition, we find that small-degree individuals more frequently change strategies than do large-degree individuals.
Full Text Available Abstract This work investigates a fair adaptive resource management criterion (in terms of transmit powers and subchannel assignment for the uplink of an orthogonal frequency-division multiple access network, populated by mobile users with constraints in terms of target data rates. The inherent optimization problem is tackled with the analytical tools of coalitional game theory, and a practical algorithm based on Markov modeling is introduced. The proposed scheme allows the mobile devices to fulfill their rate demands exactly with a minimum utilization of network resources. Simulation results show that the average number of operations of the proposed iterative algorithm are much lower than K · N, where N and K are the number of allocated subcarriers and of mobile terminals.
Ziaukas, Pranas; Ragulskis, Tautvydas; Ragulskis, Minvydas
A visual communication scheme based on evolutionary spatial 2×2 games is proposed in this paper. Self-organizing patterns induced by complex interactions between competing individuals are exploited for hiding and transmitting secret visual information. Properties of the proposed communication scheme are discussed in details. It is shown that the hiding capacity of the system (the minimum size of the detectable primitives and the minimum distance between two primitives) is sufficient for the effective transmission of digital dichotomous images. Also, it is demonstrated that the proposed communication scheme is resilient to time backwards, plain image attacks and is highly sensitive to perturbations of private and public keys. Several computational experiments are used to demonstrate the effectiveness of the proposed communication scheme.
Gao Jia; Li Zhi; Lei Chuang
We investigate the evolution of cooperation in public goods game based on individuals' historical payoffs.In particular,the fitness of individuals are characterized by two types of payoffs,which are obtained by acting as cooperators and defectors,respectively.Both of payoffs are the linear combination of the current payoffs and the cumulative historical payoffs.The results show that cooperation is enhanced by an increasing memory effect with a wide range of related factors.To explain this phenomenon,we plot some representative snapshots of the population and scrutinize the mean fitness of cooperators and defectors along the boundary.It is found that increasing memory effect induces a positive feedback mechanism for cooperators to expand their districts.Defectors can just survive through forming narrower clusters to exploit cooperators more widely.The threshold values for cooperators and defectors vanishing under the influence of noise are also investigated.
The problem of correction and development of psychomotor sphere of deaf children of midchildhood is considered by facilities of physical education, in particular by mobile games. The analysis of publications of research workers is resulted in relation to the problem of development of psychomotor function of deaf children in a theory and practice of correction work. In theory is grounded value of mobile games as effective mean of development of psychomotor sphere of deaf lower boys. The necess...
Torrente Vigil, Francisco Javier; Borro Escribano, Blanca Beatriz; Freire Morán, Manuel; Blanco Aguado , Ángel del; Marchiori, Eugenio Jorge; Martínez Ortiz, Iván; Moreno Ger, Pablo; Fernández Manjón, Baltasar
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since it keeps development as simple as possible and uses tools for modeling and implementation that do not require a highly technical profile. EGDA has be...