Designing Better Exergames: Application of Flow Concepts and the Fitt Principle to Full Body Exertion Video Games and Flexible Challenge Systems
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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. -
VA and Microsoft Partner to Enhance Care, Rehabilitation and Recreation for Veterans with Limited Mobility
FOR IMMEDIATE RELEASE April 30, 2019 VA and Microsoft partner to enhance care, rehabilitation and recreation for Veterans with limited mobility Xbox Adaptive Controllers will be distributed across facilities within nation’s largest integrated health care system WASHINGTON — Today, the U.S. Department of Veterans Affairs (VA) and Microsoft Corp. announced a new collaboration to enhance opportunities for education, recreation and therapy for Veterans with mobility limitations by introducing the Xbox Adaptive Controller — a video game controller designed for people with limited mobility — in select VA rehabilitation centers around the country. The partnership, which was formalized April 18, will provide controllers and services to Veterans as part of therapeutic and rehabilitative activities aimed at challenging muscle activation and hand-eye coordination, and greater participation in social and recreational activities. “This partnership is another step toward achieving VA’s strategic goals of providing excellent customer experiences and business transformation,” said VA Secretary Robert Wilkie. “VA remains committed to offering solutions for Veterans’ daily life challenges.” Together, VA and Microsoft identified an opportunity to introduce or reintroduce gaming to Veterans with spinal cord injuries, amputations and neurological or other injuries at 22 VA medical centers across the United States. Microsoft is donating its Xbox Adaptive Controller, game consoles, games and other adaptive gaming equipment as part of the collaboration. Designated VA staff will engage with Veterans using the equipment and share feedback with Microsoft on therapeutic utility and the Veteran experience. "We owe so much to the service and sacrifice of our Veterans, and as a company, we are committed to supporting them," said Satya Nadella, CEO of Microsoft. -
Xbox Adaptive Controller Fact Sheet
Xbox Adaptive Controller Fact Sheet Designed for gamers with limited mobility, the Xbox Adaptive Controller is a first-of-its-kind device and Microsoft’s first fully packaged product to embrace Inclusive Design – forged by user research through new partnerships that aim to make gaming more accessible. Game your way The Xbox Adaptive Controller personalizes your gaming input experience by tailoring it to you. Designed primarily to meet the needs of gamers with limited mobility, the Xbox Adaptive Controller features large programmable buttons and enables you to assign Xbox controller inputs (A, B, X, Y, etc.) to external switches, buttons, and joysticks to help make gaming more accessible on Xbox One and Windows 10. It also works naturally with Xbox’s Copilot feature to span inputs across multiple controllers. Additional external devices are required for gameplay (sold separately). Learn more at xbox.com/adaptive-controller. Price, Contents, & Availability MSRP: $99.99 USD. Includes Xbox Adaptive Controller and USB-C cable. External input devices (e.g. buttons, joysticks, and mounts) sold separately. Available in 2018 through Microsoft Stores. More information coming soon. Works with a range of external input devices Strengthened by the community Connect external input devices such as switches, buttons, Built collaboratively through strong partnerships with: mounts, and joysticks to create a custom controller The AbleGamers Charity, The Cerebral Palsy Foundation, experience that can be tailored to a variety of needs. SpecialEffect, Warfighter Engaged, Craig Hospital, and Button, thumbstick, and trigger inputs are controlled with many community members. Feedback from these groups assistive devices (sold separately) connected through helped directly inform the design, functionality, and 3.5mm jacks and USB ports. -
Playing Games
Playing Games By Tamara Mitchell Image courtesy of TheWireCutter.com Do you or your kids play computer games? Playing computer games has been shown to increase your chances of developing repetitive strain injury, or RSI. Considering the number of games sold, reported injury rates are relatively low, but they are related to the type of controller used and the number of hours games are played.1 Wii games are the only ones that have a majority of traumatic, rather than repetitive strain injuries due to strenuous full-body movements. When the player is distracted from their surroundings, impact with other objects or people, as well as loss of balance may occur.1 Judging from the number of comments on gaming blogs and gaming YouTube videos, it is likely that the occurrence of RSI is under-reported in medical records to some extent. Nobody likes to admit they are having issues with pain, especially when it involves a passionate hobby. We are not going to tell you to stop playing unless you are experiencing advanced symptoms. But there are things you should always do to greatly reduce the probability of injury. Make a few changes and you will be doing yourself and your gaming kids a huge favor by actually extending the number of years you’ll be able to enjoy playing. Most gaming is very mouse or control oriented. We caution people in the office environment to avoid the mouse as much as possible by learning keyboard shortcuts to perform many application-related actions. In gaming, this is not an option. -
Accessible Gaming Controller User Guide
Accessible Gaming Controller User Guide To see the how-to video and the latest version of this user guide, please visit canassist.ca/cdc ACCESSIBLE GAMING CONTROLLER TABLE OF CONTENTS NOTES ...............................................................................................................................................2 WHAT’S IN THE BOX ...........................................................................................................................4 WHAT YOU NEED ...............................................................................................................................5 OVERVIEW ................................................................................................................................................ 4 FEATURES ................................................................................................................................................. 4 SETTING UP THE AGC ............................................................................... ERROR! BOOKMARK NOT DEFINED. POWERING ON THE AGC ......................................................................................................................... 8 Accessible Gaming Controller Page 2 of 12 WHAT’S IN THE BOX 1 Xbox One Console 3 Video Games 1 Xbox Adaptive Controller 1 Xbox Wireless Controller 1 PC Monitor 4 Jelly Bean Switches 4 Ultralight Switches 1 Joystick and Cable 2 Foot Switches 2 Mini Arms 2 Large Arms with Clamps 1 USB Wall Charger 2 USB Extensions 1 Gaming Table 4 Adjustable -
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. -
Human Rights Annual Report
Human Rights Annual Report Fiscal Year 2018 1 At Microsoft, respecting human rights is a critical component of our mission to empower every person and every organization on the planet to achieve more. Focus on human rights helps our employees to make good decisions and ethical choices, and builds trust with our customers and partners. The Microsoft Global Human Rights Statement explains our commitment to respecting and promoting human rights > 2 Highlights Microsoft Technology & Human Rights Center: We conducted a review of our remedy and grievance mechanisms to assess their effectiveness with the expectations of the UN Guiding Principles, and continued to implement our 5-year partnership between Microsoft and the UN’s Office of the High Commissioner for Human Rights. Artificial Intelligence: Our book The Future Computed: Artificial Intelligence and its role in society explains our perspective on the future of AI, and we concluded our human rights impact assessment on AI. Accessibility: We launched a new Adaptive Controller for Xbox for gamers with limited mobility, and we continued to invest in Inclusive Hiring to assist potential candidates with disabilities including autism with finding job opportunities at Microsoft. Freedom of Expression and Privacy: The US Congress passed the Clarifying Lawful Overseas Use of Data (CLOUD) Act to protect people’s privacy and other human rights. Online Safety: The Global Internet Forum to Counter Terrorism (GIFCT) made progress in its mission to disrupt terrorists’ ability to use the internet in furthering their causes, while also respecting human rights, and the we continued to grow our Digital Civility Index. Privacy and Data Security: We trained 1,600 engineers and updated our privacy policy to prepare for the introduction of the European Union’s General Data Protection Regulation (GDPR). -
Getting Started Guide -Xbox Adaptive Contoller
Settings>Ease of Access>Controller>Button Getting Started Mapping. Guide 3. Decide which button(s) you wish to control and insert a relevant switch(es) into the 3.5mm jacks on the back of the controller or into the USB ports on the side. Alternatively you can use the large controls on the top of the controller. Xbox One – Adaptive Controller 4. Please note if you are using co-pilot both controllers need to be turned on (press the Overview Xbox button on both controllers) The Xbox Adaptive Controller is a video game 5. Please note If you wish to go back to not using controller designed by Microsoft for Windows PCs co-pilot you may need to close the game, turn and the Xbox One video game console. off the Xbox controller (non-adapted) so it The controller was designed for people with disabilities to help make user input for video games recognises your adaptive controller as the more accessible. primary one for your chosen game. It also works with co-pilot - which allows in-game controls to be duplicated across two controllers or 6. There is a 3.5mm headphone port on the side of even assigned different functions (e.g. one could run, the controller should the user wish. This still one could jump). See separate guide on co-pilot allows audio externally for other players. Step by Step Batteries required : None, the adaptive controller Start Up is wireless. To charge the controller plug a USB 1. Press the Xbox button on the controller on. cable from the back of the controller to the front of 2. -
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. -
FGIR-2018-Report.Pdf
FRONT COVER Fingersoft • Hill Climb Racing 2 Futureplay • Battlelands Royale Next Games • The Walking Dead: Our World Rovio Entertainment • Angry Birds 2 Small Giant Games • Empires & Puzzles Supercell • Brawl Stars, Clash Royale, Clash of Clans and Hay Day BACK COVER Remedy Entertainment • Control Housemarque • Stormdivers SecretExit • Zen Bound 2 Rival Games • Thief of Thieves: Season One Superplus Games • Hills of Steel Critical Force • Critical Ops Frogmind • Badland Brawl Nitro Games • Heroes of Warland Kukouri Mobile Entertainment • Pixel Worlds Tree Men Games • PAKO Forever Publisher Neogames Finland ry (2019) Index 1. Introduction 2. The History of the Finnish Game Industry - From Telmac to Apple 3. The State of the Finnish Game Industry 4. Studios 5. Location of Companies and Clusters 6. Platforms 7. Developers & Diversity 8. Financial Outlook 9. Challenges and Strengths of the Finnish Game Industry 10. Trends and the Future 11. The Industry Support and Networks 12. Education 13. Regional Support 14. Studio Profiles Picture: Seriously | Best Fiends 3 ABOUT THIS REPORT Neogames Finland has been augmented by data from other sources. monitoring the progress of the Finnish This study is a continuation of similar Game Industry since 2003. During these studies conducted in 2004, 2008, 2010, fifteen years almost everything in the 2014 and 2016. industry has changed; platforms, Over 70 Game companies, members technologies, the business environment of Suomen Pelinkehittäjät ry (Finnish and games themselves. However, the Game Developers Association) are biggest change has taken place in the introduced on the company profile industry’s level of professionalism. pages as well as Business Finland and These days the level of professionalism the most relevant game industry in even a small start-up is on a level organizations and regional clusters. -
Participatory Gaming Culture
Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game.