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The Video Game Theory Reader 2 by Bernard Perron, Mark J.P. Wolf (eds.)
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Background: People with chronic arm impairment should exercise intensely to regain their abilities, but frequently lack motivation, leading to poor rehabilitation outcome. One promising way to increase motivation is through interpersonal rehabilitation games, which allow patients to compete or cooperate together with other people. However, such games have mainly been evaluated with unimpaired subjects, and little is known about how they affect motivation and exercise intensity in people with chronic arm impairment. Methods: We designed four different arm rehabilitation games that are played by a person with arm impairment and their unimpaired friend, relative or occupational therapist. One is a competitive game (both people compete against each other), two are cooperative games (both people work together against the computer) and one is a single-player game (played only by the impaired person against the computer). The games were played by 29 participants with chronic arm impairment, of which 19 were accompanied by their friend or relative and 10 were accompanied by their occupational therapist. Each participant played all four games within a single session. Participants' subjective experience was quantified using the Intrinsic Motivation Inventory questionnaire after each game, as well as a final questionnaire about game preferences. Their exercise intensity was quantified using wearable inertial sensors that measured hand velocity in each game.
2013 Third International Conference on Communications and Information Technology (ICCIT), 2013
This article introduces Barbarossa, an outdoor pervasive role-playing game. Existing pervasive game prototypes do not enable relocation of the game space as they heavily rely in orchestration actions. They also overlook several aspects which critically affect user acceptance and game experience such as scenario design, usability of employed technologies, game duration and intensity. Barbarossa addresses the abovementioned issues featuring portable game modes through moderating or seamlessly embedding any orchestration actions needed within the game process. It also takes into account concrete technology usage requirements for each game mode according to the game session duration and player effort required. Game experience is enhanced through incorporating several contextual parameters, while game rules may be personalized based on players' profile data retrieved from social networks.
Can we track the psychological traits or the profile of a player during gameplay, at least when the player is engaged in a ludic experience? We propose a game design methodology dedicated to the generation of a psychological profile of the player. Our experiment, a vocational guidance game, was created in collaboration with academic experts and industry game developers. Our first results form the basis for exploration of a field at the crossover of computer science (in particular, game design), psychology, and cognitive science.
Video game merupakan sebuah media hiburan yang kebanyakan orang menganggapnya sebagai hiburan khusus untuk anak-anak. Padahal, banyak video game yang sama sekali tidak ditargetkan untuk pemain berusia di bawah 18 tahun. Konten kekerasan di dalamnya menjadi alasan utama mengapa pemain berusia di bawah 18 tahun sangat tidak dianjurkan untuk memainkan video game tersebut.
Game love: essays on play and affection, 2015
Recently published, abstract flash and browser games such as Love (2010), The Marriage (2006), My Divorce (2010) can be summarized as games about love. As opposed to simulation games such as The Sims 3 (2009) in which the topic love is more or less realistically depicted the given abstract games consist on the semiotics level mainly of geometrical forms like squares and circles which move through the gamespace in a certain manner according to in-game events and player inputs. Mainly the titles of the mentioned games reveal their topic as games about love or love relationships. This incongruity between the title and the dynamic system of geometrical shapes seems to be a paradox at first sight which provokes a reflection on the relationship of the topic of these games and their semiotic properties as well as their rules and represented mechanics (Aarseth 2003, Sicart 2008). In terms of the ontological game love model by Jessica Enevold (2010) this paper contributes to the section “love in games” since it is especially interested in the way in which the theme of love is modeled in the examples or why it can be projected on them. To identify love in the described abstract games I will use the approach of cognitive linguistic metaphor theory according to which love in everyday western languages is to a large part understood in terms of space. The centrality of the love theme in the chosen examples as well as its graphical and mechanical minimalism will provide a rare counter perspective to games which usually operate with more naturalistic simulations of love phenomena like Heavy Rain, The Sims 3 or apply specific romance mechanics during the game like e.g. Dragon Age (c.f. Waern 2010) or Mass Effect. This paper makes the reader aware that there is a comparatively small and peripheral group of games which investigate the topic of love with very simple and abstract means which do consequently not result in a naturalistic simulation but in a playable concept of love. Thus, this contribution will focus on love as an abstract concept and its realization in games. It helps to understand game love as being influenced by an everyday understanding of love as it is always already pre-structured by the mostly conventional metaphors we use to talk about it as opposed to philosophical concepts of love. The leading research questions to be answered in this article are: How can the mentioned games be understood as games about love? Are they love simulations, love metaphors or simulations of a metaphorically structured concept of love? Discussing the first two options, especially the last notion will be emphasized. To tackle these questions, this article will discuss and analyze the mentioned games. It will make use of different definitions of the term simulation from the field of game studies as well as from natural and social sciences such as Frasca (2001, 2003), Juul (2005), Bogost (2007), Begy (2010) and Hartmann (2005). Furthermore, it will apply a notion of metaphor derived from the cognitive linguistic metaphor theory by George Lakoff and Mark Johnson (1980, 1999) which considers the human ability of metaphorical reasoning as a fundamental structure of thought and experience which results from our bodily being in the world. In doing so the article will in addition discuss earlier explicit approaches on metaphor in (abstract and non-abstract) computer games as there are Madsen and Johansen (2002), Rusch (2009) Begy (2010) and specifically on love metaphors in games like Rusch and Weise (2008). However, it will criticize especially earlier approaches by Rusch (2009) and Begy (2010) who consider the games to discuss not as metaphors but for instance as simulations of love relationships only. To strengthen the argument that the given games can be considered as simulations of our metaphorically structured concepts of love this article will refer to empirically grounded cognitive linguistic research on commonly used metaphors for love such as Kövesces (1988, 2003, 2010). According to Kövesces love is understood in terms of conceptual metaphors such as LOVE IS A UNITY OF PARTS, LOVE IS CLOSENESS, and LOVE IS A BOND. It will become apparent that especially metaphors which conceptualize love in a spatial manner are appropriate to describe the game states of the given games and make their theme comprehensible. As the distinguishing feature of computer games as opposed to other forms of media is their spatiality (Aarseth 2000, Wolf 2001, Nitsche 2008, Günzel 2010) one can conclude that games can implement an abstract topic like love especially through the implementation of its spatial characteristics.
Purpose: Design a business game to provide hands-on training on processes, related to production management Methodology: A stepwise approach is taken. First learning goals, existing approaches and constraints are considered. As a next step a system of conceptual models is developed and finally the model is formalized to the level of detail, necessary for real implementation Findings: The methodology is applied for goals of common interest among teachers in industrial management. Constraints and game features are adapted to computer environments. Good practices for simulation and training games are also formulated. Practical implications: In the paper a strictly formalized game model is developed. In order for it to be able to fit both in trainees comprehension and computer's hardware, the model is simplified and abstracted-out of key concerns. These are stated explicitly. Value: The paper comes to meet specific needs in an area that covers rich and highly competitive industries. It both steps on previous experience and puts its focus in a poorly exploited field.
Educational Technology Research and Development, 2007
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge, conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version II can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom.
2005
To deal with exponential growth in the size of a game with the number of agents, we propose an approximation based on a hierarchy of reduced games. The reduced game achieves savings by restricting the number of agents playing any strategy to fixed multiples. We validate the idea through experiments on randomly generated local-effect games. An extended application to strategic reasoning about a complex trading scenario motivates the approach, and demonstrates methods for game-theoretic reasoning over incompletely-specified games at multiple levels of granularity.
DergiPark (Istanbul University), 2021
Eco-Management and Auditing, 2001
Psychology and Education: A Multidisciplinary Journal, 2024
Revista Práticas de Linguagem
Топографическо этнографическій очеркъ Македоніи Предисловието на С И Веркович 29 08 2020, 2020
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Journal of Engineering Education Transformations
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Environment and Ecology Research