Second Life: Game, Simulator, Or Serious Game? Second Life: Jogo, Simulador Ou Jogo Sério?
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Towards Procedural Map and Character Generation for the MOBA Game Genre
Ingeniería y Ciencia ISSN:1794-9165 | ISSN-e: 2256-4314 ing. cienc., vol. 11, no. 22, pp. 95–119, julio-diciembre. 2015. http://www.eafit.edu.co/ingciencia This article is licensed under a Creative Commons Attribution 4.0 by Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo1 and Esmitt Ramírez2 Received: 15-12-2014 | Accepted: 13-03-2015 | Online: 31-07-2015 MSC:68U05 | PACS:89.20.Ff doi:10.17230/ingciencia.11.22.5 Abstract In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. Key words: procedural content generation; multiplayer on-line battle aren; video game; balanced game 1 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. 2 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. Universidad EAFIT 95j Towards Procedural Map and Character Generation for the MOBA Genre Game Generación procedimental de mapas y personajes para un juego del género MOBA Resumen En este artículo, presentamos un enfoque empleando algoritmos procedu- rales en la creación de mapas y adaptación dinámica de personajes en un videojuego MOBA, preservando el aspecto de balance para los jugadores. -
Elements of Gameful Design Emerging from User Preferences Gustavo F
Elements of Gameful Design Emerging from User Preferences Gustavo F. Tondello Alberto Mora Lennart E. Nacke HCI Games Group Estudis d’Informàtica, HCI Games Group Games Institute Multimedia i Telecomunicació Games Institute University of Waterloo Universitat Oberta de Catalunya University of Waterloo [email protected] [email protected] [email protected] ABSTRACT Gameful systems are effective when they help users achieve Several studies have developed models to explain player pref- their goals. This often involves educating users about topics erences. These models have been developed for digital games; in which they lack knowledge, supporting them in attitude or however, they have been frequently applied in gameful design behaviour change, or engaging them in specific areas [10]. To (i.e., designing non-game applications with game elements) make gameful systems more effective, several researchers have without empirical validation of their fit to this different context. attempted to model user preferences in these systems, such as It is not clear if users experience game elements embedded user typologies [40], persuasive strategies [31], or preferences in applications similarly to how players experience them in for different game elements based on personality traits [21]. games. Consequently, we still lack a conceptual framework of Nevertheless, none of these models have studied elements design elements built specifically for a gamification context. used specifically in gameful design. To select design elements To fill this gap, we propose a classification of eight groups of that can appeal to different motivations, designers still rely gameful design elements produced from an exploratory factor on player typologies—such as Bartle’s player types [3, 4] or analysis based on participants’ self-reported preferences. -
The Design, Play, and Experience Framework Brian M. Winn Games
The Design, Play, and Experience Framework Brian M. Winn Games for Entertainment and Learning (GEL) Lab Dept. of Telecommunication, Information Studies, and Media Michigan State University 253 Communication Arts & Sciences Building East Lansing, MI 48824 517-353-5497 (voice) 517-353-5498 (fax) [email protected] (email) The Design, Play, and Experience Framework ABSTRACT This chapter introduces a framework for the design of serious games for learning, called the Design, Play, and Experience framework. The author argues that the great potential of serious games will not be realized without a formal design approach. To that end, the author presents and thoroughly explains the Design, Play, and Experience framework which provides a formal approach to designing the learning, storytelling, gameplay, user experience, and technology components of a serious game. The author concludes by detailing how the framework provides a common language to discuss serious game design, a methodology to analyze a design, and a process to design a serious game for learning. INTRODUCTION The serious games movement asserts that the game medium can serve many functions, and a sole focus on entertainment significantly undersells its potential (Jenkins, 2006). Serious games have a purpose beyond entertainment, including (but not limited to) learning, health, advertising, and social change (Sawyer, 2002; Prensky, 2001). Some serious games are thought to provide stealth learning as players are focused not on learning but on playing (Shreve, 2005). Serious game design is a relatively new discipline. As such, there is a lack of a common language and a lack of standard practices for designing serious games. To date, serious game development teams have utilized a diverse mix of game design and instructional design methodologies to help realize their designs, but often without a unifying framework to bring these diverse perspectives together. -
Mobile Exergaming for Health—Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence
Höchsmann et al. Trials (2017) 18:103 DOI 10.1186/s13063-017-1853-3 STUDY PROTOCOL Open Access Mobile Exergaming for Health—Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus—study protocol for a randomized controlled trial Christoph Höchsmann1, Steffen P. Walz2, Juliane Schäfer1, Jussi Holopainen3, Henner Hanssen1 and Arno Schmidt-Trucksäss1* Abstract Background: Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at any time, we developed a smartphone-based, game-like software application (MOBIGAME) specifically designed for middle-aged T2DM patients to induce a healthier, more active lifestyle as part of successful T2DM treatment and management. In a randomized controlled trial we aim to examine whether our smartphone-based game application can lead to increases in daily PA in T2DM patients that are persistent in the mid to long term and whether these increases are greater than those in a control group. Methods: This study is designed as a randomized controlled trial. We plan to recruit a total of 42 T2DM patients [45-70 years, body mass index (BMI) ≥25 kg/m2, low daily PA, regular smartphone use]. The experimental intervention (duration 24 weeks) includes individualized multidimensional home-based exercise and daily PA promotion administered through MOBIGAME. The control intervention consists of a one-time standard lifestyle counseling including the promotion of baseline activities. -
Creating a Social Serious Game an Interdisciplinary Experience Among Computer Scientists and Artists from UNLP Faculties
ACHI 2014 : The Seventh International Conference on Advances in Computer-Human Interactions Creating a Social Serious Game An interdisciplinary experience among computer scientists and artists from UNLP Faculties Javier F. Díaz, Laura A. Fava, Luciano J. Nomdedeu Carlos Pinto, Yanina Hualde, Leo Bolzicco, Research Laboratory on New Information Technology - Vicente Bastos Mendes Da Silva LINTI- Multimedia Department Informatics Faculty, La Plata National University, Fine Arts Faculty, La Plata National University Buenos Aires, Argentina La Plata, Buenos Aires, Argentina [email protected], [email protected], [email protected], [email protected], [email protected] [email protected], [email protected] Abstract—This article describes the interdisciplinary work social behavior, increased social skills, and provide an carried out by teachers and students of the Faculties of Fine Arts attractive place to play, a significant space to transmit and and Informatics in La Plata city, to develop a serious game for acquire knowledge. social networks related with Argentine native peoples. The game In Argentina, there are nearly one thousand communities presented is a serious video game, innovative for social sciences, established in different parts of the country with a self- which promotes more effective learning processes than traditional methods, adding to social networks the ability to recognized native population which is 2.38% of the total transmit knowledge, besides favoring socialization, cooperation national population, -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
Second Life As an Emerging Platform for Intercultural Education
Freie Universität Berlin Fachbereich Erziehungswissenschaften European Master in Intercultural Education Second Life as an Emerging Platform for Intercultural Education Master Thesis by Annette Pohlke Engadiner Weg 4 12207 Berlin Tel.: 8174529 [email protected] handed in on the 31st of August 2007 Erstgutachter: Prof. Dr. Bernd Overwien Zweitgutachter: Dr. Antje Dohrn Table of Contents 1. Introduction...................................................................................................................................1 2. Virtual realities an their use in education................................................................................2 3. An introduction to Second Life...................................................................................................6 3.1 The language of Second Life.............................................................................................6 3.2 What is Second Life?...........................................................................................................8 3.3 Education in Second Life..................................................................................................11 3.3.1 Resources................................................................................................................11 3.3.1.1 Staff members specialised in education..............................................11 3.3.1.2 Mailinglist....................................................................................................12 3.3.1.3 Land for educators....................................................................................12 -
Serious Games and Gamification, 2 Credits, Fall 2018 1 GEORGE MASON UNIVERSITY COLLEGE of EDUCATION and HUMAN DEVE
GEORGE MASON UNIVERSITY COLLEGE OF EDUCATION AND HUMAN DEVELOPMENT GRADUATE SCHOOL OF EDUCATION Instructional Design and Technology (IDT) Program EDIT 772 DL2: Serious Games and Gamification 2 credits, Fall 2018 October 15, 2018 through December 19, 2018; Asynchronous FACULTY Name: Dr. Karen Cooper Office hours: Day or evenings by appointment via phone, email, or web. Phone: 407-434-9020 Email: [email protected] PREREQUISITES/COREQUISITES None UNIVERSITY CATALOG COURSE DESCRIPTION Provides basic knowledge of available applications and platforms for creating contextually based learning environments such as immersive virtual worlds, simulated worlds, alternate reality games, and massive multiplayer online role-playing games for e-learning. COURSE OVERVIEW Welcome to Serious Games and Gamification. This course provides basic knowledge of the range of capabilities of gaming and gamification techniques. Students learn to cultivate and identify effective game design practices for creating instructional products. For our purposes, a Serious Game is defined to be a game designed for the purpose of solving a learning need. Although serious games can be entertaining, their main purpose is to train or educate. Gamification is the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to activity in a non-game environment. Throughout history people have taught, learned, entertained and communicated with games, and this has held constant across platforms. From board games to customized digital body-gear of today, games can convey information and transfer experience in a very engaging way, offering perspective, motivation, and a powerful autonomous learning experience. EDIT 772 DL2: Serious Games and Gamification, 2 credits, Fall 2018 1 Our focus will be the intersection of technology, gameplay and pedagogy. -
Internet Gaming and Aggression in Adolescent Males Michael Forsythe Winona State University
Winona State University OpenRiver Counselor Education Capstones Counselor Education 1-10-2017 Internet Gaming and Aggression in Adolescent Males Michael Forsythe Winona State University Follow this and additional works at: https://openriver.winona.edu/counseloreducationcapstones Recommended Citation Forsythe, Michael, "Internet Gaming and Aggression in Adolescent Males" (2017). Counselor Education Capstones. 70. https://openriver.winona.edu/counseloreducationcapstones/70 This Capstone Paper is brought to you for free and open access by the Counselor Education at OpenRiver. It has been accepted for inclusion in Counselor Education Capstones by an authorized administrator of OpenRiver. For more information, please contact [email protected]. Running head: INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES 1 The Effects of Violent Internet Gaming Content on Aggression in Adolescent Males A Capstone Project submitted in partial fulfillment of the requirements for the Master of Science Degree in Community Counseling at Winona State University Michael Forsythe College of Education Counselor Education Department Spring, 2017 INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES 2 CERTIFICATE OF APPROVAL __________________________ INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES This is to certify that the Capstone Project of Michael Forsythe Has been approved by the faculty advisor and the CE 695 – Capstone Project Course Instructor in partial fulfillment of the requirements for the Master of Science Degree in Community Counseling Capstone Project Supervisor: Eric Baltrinic, Ph.D. Approval Date: 1/10/17 INTERNET GAMING AND AGGRESSION IN ADOLESCENT MALES 3 Abstract Internet Gaming (IG) has become a subject of interest to the counseling profession, to the extent that addiction to IG is included as an item worthy of further consideration in the DSM-5. -
BIM GAME: A“Serious Game”To Educate Non‐Experts About Energy‐Related Design and Living
BIM GAME: A“Serious Game”to Educate Non‐experts about Energy‐related Design and Living by Lin Yang Bachelor of Architecture. 2007 Tianjin University People’s Republic of China Submitted to the Department of Architecture in Partial Fulfillment of the Requirements for the Degree of Master of Science in Architecture Studies at the Massachusetts Institute of Technology June 2009 © 2009 Lin Yang. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: Department of Architecture May 21, 2009 Certified by: Kent Larson Principal Research Scientist in Architecture Thesis Supervisor Accepted by: Julian Beinart Professor of Architecture Chair of the Department Committee on Graduate Students 2 BIM GAME: A“Serious Game”to Educate Non‐experts about Energy‐related Design and Living The Reader of this thesis is Larry Sass Associate Professor of Computation Massachusetts Institute of Technology Ling Yi Liu Oaktree Development LLC 3 4 BIM GAME: A“Serious Game”to Educate Non‐experts about Energy‐related Design and Living by Lin Yang Submitted to the Department of Architecture on May 21, 2009 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Architecture Studies Abstract: Climate Change is one defining issue of our time. With the increasingly sophisticated uses of energy, we have to face the problem as energy shortage and global warming. Since almost one‐fourth of US energy is consumed by homes, creating high‐performance low‐energy houses and educating people about energy‐related decision making, is perhaps the first and most cost‐effective way of addressing energy issue. -
Proposal for a Content Analysis of Equity Versus Efficiency In
DISSERTATION HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Submitted by Jaime Banks Department of Journalism and Technical Communication In partial fulfillment of the requirements For the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Fall 2013 Doctoral Committee: Advisor: Rosa Mikeal Martey Donna Rouner Joseph Champ Eric Aoki James Folkestad Copyright by Jaime Banks 2013 All Rights Reserved ABSTRACT HUMAN-TECHNOLOGY RELATIONALITY AND SELF-NETWORK ORGANIZATION: PLAYERS AND AVATARS IN WORLD OF WARCRAFT Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player’s ability to create and control a digital body – an avatar – to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies – one digital, one physical – contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations. -
Curious Games
Pippin Barr 38 Curious Games Abstract EU Abstract ES Bideo jokoak gaur egungo adierazpen Los videojuegos son el más nuevo y excitante modu berriena eta zirraragarriena dira, medio de expresión de nuestro tiempo eta oraingo bideo jokoen joerak ohiko y actualmente tienden hacia estructuras egituretara eta interakzio estetikara jotzen convencionales y una estética de interacción. du. Baliabide horren potentziala bultzatzeko, Los diseñadores y jugadores deben mirar diseinatzaileek eta jokalariek bideo jokoen a la retórica y la filosofía del diseño de diseinuaren erretorika eta filosofia aztertu videojuegos para promover el potencial de behar dute. Artikulu honetan curious este medio. En este artículo, expongo la games kontzeptua azalduko dut bestelako noción de los juegos curiosos como forma bideo jokoak sortzeko aukera moduan. de crear otro tipo de videojuego. En el Ondoren, joko diseinuaren funtsezko alderdi texto se alternan el análisis de aspectos filosofikoez eta nire esperientziaz arituko naiz filosóficos clave del diseño de juegos y mi eta amaitzeko, curious games-ei dagokionez, propia experiencia, para terminar con una nire esperientziaren ezaugarriak azalduko descripción de mi propia experiencia en lo ditut. relativo a los curious games. * Testu honetan curious games esapideak, jokoaz harago * El término curious games utilizado en este texto trasciende doan eremua ere hartzen du, bai diseinatzaileari eta bai en su ámbito de aplicación al propio juego, refiriéndose bere balizko erabiltzaileei dagokien jakin-minezko jarrera a una actitud inquisitiva e interrogativa, aplicada tanto galdetzaile bati ezartzen zaio, eta joko-esperientzia al diseñador del juego como a sus potenciales usuarios y konplexuago egiten duten galderen planteamenduan que funciona a partir del planteamiento de preguntas y oinarritzen da.