Video Games for Well-Being: a Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population
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Historical Game of Majapahit Kingdom Based on Tactical Role-Playing Game
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game Mohammad Fadly Syahputra, Muhammad Kurniawan Widhianto and Romi Fadillah Rahmat Department Information Technology, Faculty of Computer Science and Information Technology, University of Sumatera Utara, Medan, Indonesia Keywords: Cut-out Animation, History, Majapahit, Role-playing Game, Tactical Role-playing Game, Turn based Strategy, Video Game. Abstract: Majapahit was a kingdom centered in East Java, which once stood around year 1293 to 1500 C. Majapahit kingdom was the last Hindu-Buddhist kingdom that controlled Nusantara and is regarded as one of the greatest kingdom in Indonesia. The lack of modern entertainment content about the history of Majapahit kingdom made historical subject become less attractive. Therefore, we need a modern entertainment as one option to learn about the fascinating history of the kingdom of Majapahit. In this study the authors designed a video game about history of Majapahit kingdom with the genre of tactical role-playing game. Tactical role-playing game is a sub genre of role playing game by using system of turn-based strategy in every battle. In tactical role-playing game, players will take turns with the opponent and can only take action in their turn and each character will have an attribute and level as in role-playing game video game. This study used the A* algorithm to determine the movement direction of the unit and cut-out techniques in the making of animation. This study demonstrated that video games can be used as a media to learn about history. 1 INTRODUCTION only used as an entertainment, but also can be used as a story telling, and sometimes game also can be mixed Majapahit was a kingdom centered in East Java, with educational elements to train someone. -
Playvs Announces $30.5M Series B Led by Elysian Park
PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
Principles of Game Design
Principles of Game Design • To improve the chances for success of a game, there are several principles of Game Design Principles good game design to be followed. – Some of this is common sense. – Some of this is uncommon sense … learn from other people’s experiences and mistakes! • Remember: – Players do not know what they want, but they 1 know it when they see it! 2 Principles of Game Design Player Empathy • To start with, we will take a look at some • A good designer always has an idea of what is of the fundamental principles of game going on in a player’s head. design. – Know what they expect and do not expect. – Anticipate their reactions to different game • Later, we will come back and take a look situations. at how we can properly design a game to • Anticipating what a player wants to do next in a make sure these principles are being video game situation is important. properly met. – Let the player try it, and ensure the game responds intelligently. This makes for a better experience. – If necessary, guide the player to a better course of 3 action. 4 Player Empathy Player Empathy Screen shot from Prince of Persia: The Sands of Time. This well designed game Screen shot from Batman Vengeance. The people making Batman games clearly demonstrates player empathy. The prince will miss this early jump5 do not empathize with fans of this classic comic. Otherwise, Batman games6 over a pit, but will not be punished and instead can try again the correct way. would not be so disappointing on average. -
Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
Arxiv:1810.03151V1 [Cs.AI] 7 Oct 2018
A Minesweeper Solver Using Logic Inference, CSP and Sampling Yimin Tang1, Tian Jiang2, Yanpeng Hu3 1 Shanghaitech University 2 Shanghaitech University 3 Shanghaitech University [email protected] [email protected] [email protected] Abstract 1.2 Measurement Difference between Human Beings and AI Minesweeper as a puzzle video game and is proved that it is a NPC problem. We use CSP,Logic Infer- For a human, the fastest possible time ever completed is the ence and Sampling to make a minesweeper solver only metric. So it does not matter if one loses 20 games for and we limit our each select in 5 seconds. every game we win: only the wins count. However, for an AI, this is clearly not a reasonable metric as a robot that can click as fast as we want to. A more generalized metric would 1 Introduction be adapted instead: to win as many games as possible with Minesweeper as a puzzle video game, has been well-known time limit. We define time limit as 5secs one step here to worldwide since it is preassembled in the computer system accomplish tests in appropriate time. in 1995. The concept of AI Minesweeper solver is brought up as a consequence. From 1995 to present, multiple ap- proaches has been applied to build up a minesweeper ranging 2 Difficulty from use of genetic algorithms, graphical models and other learning strategies [2]. There have been previous implemen- tations to the CSP approach, which is the current “state of 2.1 Infinite state space the art” method [3]. -
A Proof-Of-Concept Study with Sid Meier's Civilization
Review of Managerial Science https://doi.org/10.1007/s11846-020-00378-0 ORIGINAL PAPER Good gamers, good managers? A proof‑of‑concept study with Sid Meier’s Civilization Alexander Simons1 · Isabell Wohlgenannt1 · Markus Weinmann2 · Stefan Fleischer3 Received: 14 August 2018 / Accepted: 9 January 2020 © The Author(s) 2020 Abstract Human resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamifcation”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, of-the-shelf video games are not or are only rarely used to screen or test candi- dates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We fnd that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including players’ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic “stealth assessments,” including personality assessments. Keywords Assessment · Gamifcation · Recruitment · Human resources · Serious games · Video games JEL Classifcation J24 · M51 * Alexander Simons [email protected] Extended author information available on the last page of the article Vol.:(0123456789)1 3 A. -
Introduction
Introduction ○ Make games. ○ Develop strong mutual relationships. ○ Go to conferences with reasons. ○ Why build 1.0, when building 1.x is easier? Why we use Unreal Engine? ○ Easier to stay focused. ○ Avoid the trap of development hell. ○ Building years of experience. ○ A lot of other developers use it and need our help! Build mutual relationships ○ Epic offered early access to Unreal Engine 2. ○ Epic gave me money. ○ Epic sent me all around the world. ○ Meeting Jay Wilbur. Go to conferences ○ What are your extrinsic reasons? ○ What are your intrinsic reasons? ○ PAX Prime 2013. Building 1.x ○ Get experience by working on your own. ○ Know your limitations. ○ What are your end goals? Conclusion ○ Know what you want and do it fast. ○ Build and maintain key relationships. ○ Attend conferences. ○ Build 1.x. Introduction Hello, my name is James Tan. I am the co-founder of a game development studio that is called Digital Confectioners. Before I became a game developer, I was a registered pharmacist with a passion for game development. Roughly five years ago, I embarked on a journey to follow that passion and to reach the dream of becoming a professional game developer. I made four key decisions early on that I still follow to this day. One, I wanted to make games. Two, I need to develop strong mutual relationships. Three, I need to have strong reasons to be at conferences and never for the sake of it. Four, I should always remember that building 1 point x is going to be faster and more cost effective than trying to build 1 point 0. -
Exploring How Players Create Emergent
Exploring how players create emergent narrative and character in strategy games Dr Jacqueline Burgess University of the Sunshine Coast Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Professor Christian Jones University of the Sunshine Coast Engage Research Lab Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Keywords Emergent narrative, strategy games, qualitative research INTRODUCTION Emergent narratives are created by players through their gameplay (Moser and Fang 2015). Research into emergent narratives has focused on simulation games, such as The Sims (Maxis 2000-2019) (Murray 2006; Perlin 2006), while other game genres with the capacity for players to create emergent narratives, such as strategy games, have remained underexplored. Strategy video games typically use few narrative elements (characterisation, cut-scenes, and linear plots) when compared to other video game genres such as action-adventure (King and Krzywinska 2002). Instead, the gameplay focuses on players selecting a faction, raising armies to conquer neighbouring factions, or engaging in diplomacy with them, and administrating cities (Ghitta & Andrikopoulos 2009). However, there is evidence that players still find narrative resources through this gameplay. Friedman’s (1999) analysis of the strategy game, Civilisation II (MicroProse 1996), found that players exploration of the geography within the game and the changes they made to it provided them with a story. Furthermore, players of developer Paradox’s ‘grand strategy games’ (Paradox Development Studio 2000-2019) are known to create ‘After-Action Reports’ (AARs), in which players using screenshots and text create long and detailed accounts of their gameplay that are more like stories, rather than factual reports (Mukherjee 2016; Poole 2018). -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
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