Jubensha games, popular in China, combine storytelling, social deduction, and script-centered group play, sparking widespread interest among gamers and researchers worldwide. However, enthusiasts and researchers have ...
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Jubensha games, popular in China, combine storytelling, social deduction, and script-centered group play, sparking widespread interest among gamers and researchers worldwide. However, enthusiasts and researchers have struggled to accurately describe Jubensha, often defaulting to comparisons with genres like murder mystery and live-action role-playing games. This reliance on comparisons hinders efforts to generalize Jubensha or to deconstruct and adapt its unique design components, dynamics of player interaction, and playing experience into other games. This research provides a taxonomy and analysis of Jubensha games, based on a thematic analysis of over 80 Jubensha games accessed through mobile applications and physical copies. The analysis combines the authors’ positionalities as native Chinese and English speakers and lenses from close reading of the games, discourse analysis, and distributed cognition. We provide summative case studies to exemplify our taxonomy and discuss design implications for Jubensha games for future projects. Our work provides a descriptive tool and vocabulary for researchers and designers to facilitate communication and theorize the evolving Jubensha gaming phenomenon highlighting how gameplay centers collaborative sensemaking. In addition, we argue that the design of game narratives in Jubensha games, including structures in scripts and the evolving performance of players, can be generalized and transferred to the design of a wider range of analog and video games.
Today, Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies are becoming fundamental across a wide variety of application domains. All these technologies fall under the Extended Reality (X...
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The study examines the research–practice partnership (RPP) model aimed at co-constructing and integrating computational thinking (CT) in culturally responsive (CR) ways within early childhood and elementary (PreK-5) ...
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The study examines the research–practice partnership (RPP) model aimed at co-constructing and integrating computational thinking (CT) in culturally responsive (CR) ways within early childhood and elementary (PreK-5) classrooms, focusing on teachers' RPP experiences. Recent research underlines the importance of integrating CT in early childhood and elementary education, demonstrating that culturally, linguistically, and developmentally responsive computational activities in PreK-5 settings are key to such efforts. However, there is a gap in research regarding effective professional development models that would prepare early childhood teachers in terms of both disciplinary ideas and practices of CT, as well as attending to cultural, linguistic, and developmental differences in young children in asset-based ways. Our research contributes to this body of knowledge by examining how RPP can be a model for teacher learning in which teachers, administrators, and researchers can co-develop knowledge and confidence in integrating CT into the PreK-5 teaching curriculum and practices in CR ways. The study outlines the collaborative development of processes and frameworks co-constructed by the RPP educators, as well as teacher-developed curricular materials and lesson plans integrating CT in CR ways. Findings include teachers' experience of these lessons and teacher insights about the support needed to incorporate CT and CR practices into their existing curricula. The study concludes by highlighting the potential challenges and opportunities inherent in such endeavors, thereby contributing to the broader discourse on supporting CT integration into early childhood classrooms in CR ways.
The practice of building intelligent narrative technologies is implicitly grounded in a sociopolitical context whose values are reflected in the artifacts we build and our narration of their use. This position paper a...
Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Com...
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ISBN:
(纸本)9781450395984
Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.
Starting from our teaching experience and previous research on programming for non-technical university students in Japan and Denmark, we identify an unarticulated dependency of programming materials from other techni...
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Combining exercises with game elements (exergaming) is a promising approach to increase physical activity of users not intrinsically motivated to exercise. Multiplayer games are particularly promising, since they add ...
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The fields of music, health, and technology have seen significant interactions in recent years in developing music technology for health care and well-being. In an effort to strengthen the collaboration between the in...
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Networks and local systems add delays to user actions in computergames, increasing the time between user input and rendering on the screen. Top-down studies using games have helped understand the impact of delays, bu...
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ISBN:
(纸本)9781509045723
Networks and local systems add delays to user actions in computergames, increasing the time between user input and rendering on the screen. Top-down studies using games have helped understand the impact of delays, but often do not generalize nor lend themselves to analytic modeling. Bottom-up studies isolating user input can better generalize and be used in models, but have yet to be applied to computergames. Our work builds a custom game for studying delay and the fundamental user input of selecting a moving target with a mouse. Analysis of data from a large user study shows target selection time is exponential with delay, and provides for an analytic model based on delay and the interaction between delay and target speed.
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