Outstanding multiplayer games engage players by providing rich social interactions. Yet, it is still not clear how to purposefully design these interactions. Our paper tackles this issue by establishing a research mod...
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ISBN:
(纸本)9781450348980
Outstanding multiplayer games engage players by providing rich social interactions. Yet, it is still not clear how to purposefully design these interactions. Our paper tackles this issue by establishing a research model for social player interaction highlighting the impact of the gamedesign, the player group, and the gaming setting. Based on that model, we investigated the influence of three particular game design patterns-player interdependence, time pressure, and shared control-on the interaction of players. For that purpose, we developed a co-located game to systematically test variations of those patterns. We analyzed the resulting player experience and social interaction by applying questionnaires and videotaping game play sessions. Results indicate that high player interdependence implies more communication and less frustration, whereas shared control results in less perceived competence and autonomy. Moreover, individual player characteristics also impact the social interaction.
Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates an...
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ISBN:
(纸本)9783319666105;9783319666099
Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates and low user engagement. Gamification is known as the application of gamedesign elements in non-gaming scenarios to solve problems or to influence a user's behaviour change. By applying gamification to MOOCs, we aim to enhance users' engagement and goal achievement within a MOOC environment. To define our gamification strategy, we asked 42 experts in the fields of gamedesign, learning science and technology-enhanced learning to rate 21 selected game design patterns according to their suitability within a MOOC environment application. The data collected allowed us to identify a set of nine game design patterns as promising candidates to be tested in MOOC environments.
As player demographics broaden it has become important to understand variation in player types. Improved player models can help gamedesigners create games that accommodate a range of playing styles, and may also faci...
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As player demographics broaden it has become important to understand variation in player types. Improved player models can help gamedesigners create games that accommodate a range of playing styles, and may also facilitate the design of systems that detect the currently-expressed player type and adapt dynamically in real-time. Existing approaches can model players, but most focus on tracking and classifying behaviour based on simple functional metrics such as deaths, specific choices, player avatar attributes, and completion times. We describe a novel approach which seeks to leverage expert domain knowledge using a theoretical framework linking behaviour and game design patterns. The aim is to derive features of play from sequences of actions which are intrinsically informative about behaviour-which, because they are directly interpretable with respect to psychological theory of behaviour, we name 'Behavlets'. We present the theoretical underpinning of this approach from research areas including psychology, temperament theory, player modelling, and game composition. The Behavlet creation process is described in detail;illustrated using a clone of the well-known game Pac-Man, with data gathered from 100 participants. A workshop-based evaluation study is also presented, where nine gamedesign expert participants were briefed on the Behavlet concepts and requisite models, and then attempted to apply the method to games of the well-known first/third-person shooter genres, exemplified by 'Gears of War', (Microsoft). The participants found 139 Behavlet concepts mapping from behavioural preferences of the temperament types, to designpatterns of the shooter genre games. We conclude that the Behavlet approach has significant promise, is complementary to existing methods and can improve theoretical validity of player models.
This dissertation addresses the challenge of improving automatic level generation processes for plat- form videogames. As Procedural Content Generation (PCG) techniques evolved from the creation of simple elements to ...
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This dissertation addresses the challenge of improving automatic level generation processes for plat- form videogames. As Procedural Content Generation (PCG) techniques evolved from the creation of simple elements to the construction of complete levels and scenarios, the principles behind the generation algorithms became more ambitious and complex, representing features that beforehand were only possible with human design. PCG goes beyond the search for valid geometries that can be used as levels, where multiple challenges are represented in an adequate way. It is also a search for user-centred design content and the creativity sparks of humanly created content. In order to improve the creativity capabilities of such generation algorithms, we conducted part of our research directed to the creation of new techniques using more ambitious designpatterns. For this purpose, we have implemented two overall structure generation algorithms and created an addi- tional adaptation algorithm. The later can transform simple branched paths into more compelling game challenges by adding items and other elements in specific places, such as gates and levers for their activation. Such approach is suitable to avoid excessive level linearity and to represent certain designpatterns with additional content richness. Moreover, content adaptation was transposed from general design domain to user-centred principles. In this particular case, we analysed success and failure patterns in action videogames and proposed a set of metrics to estimate difficulty, taking into account that each user has a different perception of that concept. This type of information serves the generation algorithms to make them more directed to the creation of personalised experiences. Furthermore, the conducted research also aimed to the integration of different techniques into a common ground. For this purpose, we have developed a general framework to represent content of platform videogames, compatible with seve
The territory of game Based Learning has been widely explored, yet much has still to be done in the field. Both the methodological and the empirical aspects of adopting games for educational purposes require further i...
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The territory of game Based Learning has been widely explored, yet much has still to be done in the field. Both the methodological and the empirical aspects of adopting games for educational purposes require further in-depth investigation. What are, then, the current hot issues in the field? What relevant research questions are still to be answered? This is the a rea that this paper showcases, encapsulating in a nutshell the efforts of the GEL Theme Team, a working group on game Enhanced Learning active in the framework of the STELLAR European Network of Excellence.
This article discusses the viability of the open-ended game classification model described in "A Multi Dimensional Typology of games." The perspectives of such a model is discussed with emphasis on how a str...
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We propose a model for the structured design of games for post-stroke rehabilitation. The model is based on experiences with game development for a haptic and stereo vision immersive workbench intended for daily use i...
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ISBN:
(纸本)9781586037130
We propose a model for the structured design of games for post-stroke rehabilitation. The model is based on experiences with game development for a haptic and stereo vision immersive workbench intended for daily use in stroke patients' homes. A central component of this rehabilitation system is a library of games that are simultaneously entertaining for the patient and beneficial for rehabilitation [1], and where each game is designed for specific training tasks through the use of the model. Contact: daniel@***.
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