Multiplayer Games and Their Need for Scalable and Secure State
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Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations
www.sciedu.ca/wje World Journal of Education Vol . 1, No. 1; April 2011 Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations Chris T. Panagiotakopoulos Department of Primary Education, University of Patras University Campus 26504, Patras, Greece Tel: +30-2610-997-907 E-mail: [email protected] Received: March 4, 2010 Accepted: March 16, 2010 doi:10.5430/wje.v1n1p3 Abstract Mathematics is an area of study that particularly lacks student enthusiasm. Nevertheless, with the help of educational games, any phobias concerning mathematics can be considerably decreased and mathematics can become more appealing. In this study, an educational game addressing mathematics was designed, developed and evaluated by a sample of 33 students of the fifth grade of a primary school. Each student played the educational game “Playing with Numbers” (PwN), performing additions with integers, additions with decimals and multiplications with integers for a total of one hour, divided into four sessions. Next, the sample was asked to provide feedback regarding specific questions, and the analysis of the results showed that the PwN application is attractive and delivers usage. The attraction of the PwN game probably owes its success to its competitive element, as users are driven to achieve high scores. The PwN application was also found to be easy to use, and this made the challenge of achieving a high score more appealing, as success depended only on the cognitive skills of the user and not on any weaknesses or difficulties raised by the application itself. The findings of this study show that students would benefit from educational games and would be happy to work within an environment that motivated them and indirectly forced them to deal with mathematical operations while playing. -
Issn 2320-9186 1668
GSJ: Volume 8, Issue 8, August 2020 ISSN 2320-9186 1668 GSJ: Volume 8, Issue 8, August 2020, Online: ISSN 2320-9186 www.globalscientificjournal.com Theoretical overview of playing multiplayer video game using EEG device (Neuro Sky Mobile 2) DR. ASHRAF UDDIN,MD.SHAID HASAN PRANTO, ERSHADUL ALAM SEZAN,ABDUS SALAM NIHAL,MOSTAFIZ SHOVON ABSTRACT In this paper we proposed a multiplayer number picker game using brain computer interface (BCI). This game will be controlled by at least two or more people using NeuroSky MindWave Mobile 2. The users will advance through the game by choosing numbers through their brain. Our assumption is the game can be played by both able body or people with disability or both. This will be a simple game which may determine people’s impression and maybe helpful to other Electroencephalography (EEG) based brain computer interface devices to perform multi computational task from multiple users. In our paper we have examined different paper on BCI process using EEG devices that enabled us to learn more about multiplayer gaming advantages in the field of brain computer interface (BCI). 1. INTRODUCTION In brain computer interface it offers a non-invasive means of enabling a human to send messages and commands directly from his or her brain to a computer without moving or by wearing a simple scalp probe. Brain computer interface (BCI) provide the brain with the new output channels that depends on brain activity rather that on peripheral nerves and muscles. BCI can for example provide communication and control, in which the users intent is decoded from electrophysiological measures of brain activity. -
The Effects of Background Music on Video Game Play Performance, Behavior and Experience in Extraverts and Introverts
THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS A Thesis Presented to The Academic Faculty By Laura Levy In Partial Fulfillment Of the Requirements for the Degree Master of Science in Psychology in the School of Psychology Georgia Institute of Technology December 2015 Copyright © Laura Levy 2015 THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR, AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS Approved by: Dr. Richard Catrambone Advisor School of Psychology Georgia Institute of Technology Dr. Bruce Walker School of Psychology Georgia Institute of Technology Dr. Maribeth Coleman Institute for People and Technology Georgia Institute of Technology Date Approved: 17 July 2015 ACKNOWLEDGEMENTS I wish to thank the researchers and students that made Food for Thought possible as the wonderful research tool it is today. Special thanks to Rob Solomon, whose efforts to make the game function specifically for this project made it a success. Additionally, many thanks to Rob Skipworth, whose audio engineering expertise made the soundtrack of this study sound beautifully. I express appreciation to the Interactive Media Technology Center (IMTC) for the support of this research, and to my committee for their guidance in making it possible. Finally, I wish to express gratitude to my family for their constant support and quiet bemusement for my seemingly never-ending tenure in graduate school. iii TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii LIST OF TABLES vii LIST OF -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
Gaming, Gamification and BYOD in Academic and Library Settings: Bibliographic Overview Plamen Miltenoff St
St. Cloud State University theRepository at St. Cloud State Library Faculty Publications Library Services 6-2015 Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Plamen Miltenoff St. Cloud State University, [email protected] Follow this and additional works at: https://repository.stcloudstate.edu/lrs_facpubs Part of the Library and Information Science Commons Recommended Citation Miltenoff, Plamen, "Gaming, Gamification and BYOD in academic and library settings: bibliographic overview" (2015). Library Faculty Publications. 46. https://repository.stcloudstate.edu/lrs_facpubs/46 This Bibliographic Essay is brought to you for free and open access by the Library Services at theRepository at St. Cloud State. It has been accepted for inclusion in Library Faculty Publications by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Plamen Miltenoff [email protected] Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Keywords: gaming, gamification, game-based learning, GBL, serious games, Bring Your Own Device, BYOD, mobile devices, Millennials, Generation Y, Generation Z, academic libraries, education, assessment, badges, leaderboards Introduction Lev Vygotsky’s “Zone of proximal development” and his Sociocultural Theory opened new opportunities for interpretations of the learning process. Vygotsky’s ideas overlapped Jean Piaget’s and Erik Erickson’s assertions that cooperative learning, added to experimental learning, enhances the learning process. Peer interaction, according to them, is quintessential in accelerating the learning process (Piaget, 1970; Erickson, 1977; Vygotsky, 1978). Robert Gagné, B.F. Skinner, Albert Bandura, and others contributed and constructivism established itself as a valid theory in learning. Further, an excellent chapter of social learning theories is presented by Anderson, & Dron (2014). -
Effects of Controller-Based Locomotion on Player
Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players. -
Virtual Reality Video Game Paired with Physical Monocular Blurring As Accessible Therapy for Amblyopia
Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia Ocean Hurd* Sri Kurniawan† Mircea Teodorescu‡ Electrical and Computer Computational Media Electrical and Computer Engineering Department Department Engineering Department University of California, University of California, University of California, Santa Cruz Santa Cruz Santa Cruz ABSTRACT leads to strabismus, an eye misalignment, which is more commonly This paper discusses a virtual reality (VR) therapeutic video game for known as a ”lazy-eye” [8]. treatment of the neurological eye disorder, Amblyopia. Amblyopia The traditional therapy for Amblyopia has been occlusion therapy, is often referred to as lazy eye, and it entails weaker vision in one where one wears an eye-patch over their dominant eye to force their eye due to a poor connection between the eye and the brain. Until brain to use their weak eye to strengthen the neurological connection. recently it was thought to be untreatable in adults, but new research This therapy was only expected to work on children [19]. Therefore, has proven that with consistent therapy even adults can improve children would have had to have been diagnosed at a very young their Amblyopia, especially through perceptual learning and video age, when Amblyopia is more difficult to detect. Although this games. Even so, therapy compliance remains low due to the fact that therapy was found to be low cost, easily accessible, and effective conventional therapies are perceived as either invasive, dull and/or as a permanent treatment, the compliance among Amblyopes is boring. Our game aims to make Amblyopia therapy more immersive, very low [6, 24, 27]. -
Design Guidelines for Multiplayer Video Games on Multi-Touch Displays
Design Guidelines for Multiplayer Video Games on Multi-touch Displays KHAIRI REDA, DENNIS CHAU, YASSER MOSTAFA, NAGARAJAN SUJATHA, JASON LEIGH, ARTHUR NISHIMOTO, EDWARD KAHLER, and JASON DEMETER, University of Illinois at Chicago, USA The proliferation of multi-touch, tabletop display systems during the last few years have made them an at- tractive option for interactive, multiuser applications such as museum exhibits and video games. While there is a large body of research on the use of multi-touch and tabletop devices in general purpose applications, far less research has investigated the use of these systems in video games and other entertainment applications. This paper provides a set of guidelines specific to multi-touch displays that can be used to augment existing video game development principles. Through example, we illustrate how the unique capabilities of multi- touch displays can be leveraged to create unique forms of gameplay that offer highly engaging multiplayer game experience. We describe three multiplayer games that have been developed by students as part of an interdisciplinary course in video game design. Categories and Subject Descriptors: K.8.0 [Personal Computing]: General—Games General Terms: Video Games, Multi-Touch, Multiplayer Additional Key Words and Phrases: Multiplayer video games, multi-touch displays ACM Reference Format: Khairi Reda, Dennis Chau, Yasser Mostafa, Nagarajan Sujatha, Jason Leigh, Arthur Nishimoto, Edward Kahler, and Jason Demeter. 2014. Design guidelines for multiplayer video games on multi-touch displays. ACM Comput. Entertain. 11, 1, Article 1 (March 2014), 17 pages. DOI: http://dx.doi.org/10.1145/2543698.2543699 1. INTRODUCTION Multi-touch displays are touch-sensitive screens that allow users to interact with graphical applications using their fingers. -
Game On: an Analysis of the Video Game Console Industry
Of Hedgehogs and Plumbers: An Investigation of Marketing Strategies in the American Home Console Industry By: Daniel DeMaiolo Michael G. Pontikos ADVER 3711 Marketing Communications Research April 23, 2008 Daniel DeMaiolo Michael G. Pontikos ADVER 3711 23 April 2008 Of Hedgehogs and Plumbers: An Investigation of Marketing Strategies in the American Home Console Industry From rescuing damsels in distress locked away in castles, slaying foul monsters in mythic lands, zooming through loop-de-loops in bizarre environments to realistic simulations of everyday life, the American video game home console industry emerges vibrant as ever. Even more interesting is the ability of such tiny pixels and sound bits to capture American minds and wallets. Through examination of the origin of the industry and the subsequent targeting, pricing, and positioning strategies, a portrait of the lucrative home video game console industry emerges. Although many of the major home console manufacturers over the years share a similar goal of selling home consoles to consumers, most of the corporations began in a completely different industry long before the birth of the gaming business and the subsequent console wars. To illustrate, Nintendo Co., Ltd. initially manufactured playing cards in 1889 “called ‘Hanafuda’ [which were] tenderly hand crafted using the bark from the mulberry and mitsu-mata trees” and later expanded to “love hotels” and “instant rice” (N-Sider Media, “Nintendo”). In addition, Sega Corporation, formerly known as Honolulu-based Standard Games in 1940, “began importing jukeboxes to supply American military bases in Japan…[and] eventually expanded into amusement game imports [with the slogan] ‘service and games’ ” from which their name is taken (Pollack, “Sega”). -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
The Effects of Portal 2 and Lumosity on Cognitive and Noncognitive Skills
Computers & Education 80 (2015) 58e67 Contents lists available at ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills * Valerie J. Shute , Matthew Ventura, Fengfeng Ke Florida State University, College of Education, 1114 West Call Street, Tallahassee, FL 32306-4453, USA article info abstract Article history: In this study, we tested 77 undergraduates who were randomly assigned to play either a popular video Received 11 May 2014 game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before and after gameplay, par- Received in revised form ticipants completed a set of online tests related to problem solving, spatial skill, and persistence. Results 19 July 2014 revealed that participants who were assigned to play Portal 2 showed a statistically significant advantage Accepted 23 August 2014 over Lumosity on each of the three composite measuresdproblem solving, spatial skill, and persistence. Available online 30 August 2014 Portal 2 players also showed significant increases from pretest to posttest on specific small- and large- scale spatial tests while those in the Lumosity condition did not show any pretest to posttest differ- Keywords: Assessment ences on any measure. Results are discussed in terms of the positive impact video games can have on Persistence cognitive and noncognitive skills. Problem solving © 2014 Elsevier Ltd. All rights reserved. Spatial skills Videogames 1. Introduction Most children and young adults gravitate toward digital games. The Pew Internet and American Life Project surveyed 1102 youth be- tween the ages of 12 and 17 and found that 97%dboth males (99%) and females (94%)dplay some type of digital game (Lenhart et al., 2008).