Elements of Gameful Design Emerging from User Preferences Gustavo F
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Adaptivity in Single Player Video Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Adaptivity in Single Player Video Games João Augusto dos Santos Lima Mestrado Integrado em Engenharia Informática e Computação Supervisor: João Jacob Co-Supervisor: Zafeiris Kokkinogenis July 23, 2021 Adaptivity in Single Player Video Games João Augusto dos Santos Lima Mestrado Integrado em Engenharia Informática e Computação July 23, 2021 Abstract Players typically play video games to have fun and enjoy the moments they create during the gaming session. Each game gives the player a unique gaming experience, differentiating them from an ever-growing video game market. Additionally, each player has a specific genre of games that they enjoy. Even in the same game, different players have distinct objectives of what they seek in the gameplay. Furthermore, games try to compensate for the discrepancy of skill found between players by allowing them to choose a level of difficulty. However, this method depends on the player’s ability to self judge and self assign themself to a difficulty on a game they may never have played before. Consequently, this assignment may lead to a poor gaming experience, not allowing the player to enjoy all the creative content available in the game. This dissertation tries to present a machine learning approach to game adaptivity in order to maximize the player’s gaming experience. Firstly, to solve this problem, a player simulation needs to be created to have sufficient data points to train the reinforcement learning adaptivity system. Then, with the adaptivity system, the adapted game will change its content depending on the playing user to improve the gaming experience and game flow. -
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. -
The Interplay of Game Elements with Psychometric Qualities, Learning, and Enjoyment in Game-Based Assessment
Computers & Education 87 (2015) 340e356 Contents lists available at ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment * Yoon Jeon Kim a, , Valerie J. Shute b a Worcester Polytechnic Institute, USA b Florida State University, USA article info abstract Article history: Educators today are increasingly interested in using game-based assessment to assess and Received 26 April 2015 support students' learning. In the present study, we investigated how changing a game Received in revised form 6 July 2015 design element, linearity in gameplay sequences,influenced the effectiveness of game- Accepted 13 July 2015 based assessment in terms of validity, reliability, fairness, learning, and enjoyment. Two Available online 17 July 2015 versions of a computer game, Physics Playground (formerly Newton's Playground), with different degrees of linearity in gameplay sequences were compared. Investigation of the Keywords: assessment qualitiesdvalidity, reliability, and fairnessdsuggested that changing one game Game-based assessment fi fl Game-based learning element (e.g., linearity) could signi cantly in uence how players interacted with the game, Psychometric evaluation thus changing the evidentiary structure of in-game measures. Although there was no Validity significant group difference in terms of learning between the two conditions, participants Reliability who played the nonlinear version of the game showed significant improvement on Fairness qualitative physics understanding measured by the pre- and posttests while the partici- Gameplay sequences pants in the linear condition did not. There was also no significant group difference in terms of enjoyment. Implications of the findings for future researchers and game-based assessment designers are discussed. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
The Gamification User Types Hexad Scale Gustavo F
The Gamification User Types Hexad Scale Gustavo F. Tondello1, Rina R. Wehbe1, Lisa Diamond2, Marc Busch2, Andrzej Marczewski3, Lennart E. Nacke1 1 HCI Games Group, Games Institute, University of Waterloo, Waterloo, ON, Canada 2 AIT – Austrian Institute of Technology GmbH, Vienna, Austria 3 Gamified UK, New Haw, Surrey, England [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT Personalizing gameful systems to each user is important Several studies have indicated the need for personalizing because personalized interactive systems are more effective gamified systems to users’ personalities. However, mapping than one-size-fits-all approaches. Gameful systems are ef- user personality onto design elements is difficult. Hexad is fective when they help users achieve their goals, which a gamification user types model that attempts this mapping often involve educating them about certain topics, support- but lacks a standard procedure to assess user preferences. ing them in attitude or behaviour change, or engaging them Therefore, we created a 24-items survey response scale to in specific topics [9]. The efficacy of personalization ac- score users’ preferences towards the six different motiva- cording to the user’s personality traits has been shown in tions in the Hexad framework. We used internal and test- user interface design [33], persuasive technology [24,25], retest reliability analysis, as well as factor analysis, to vali- and games [1,34,35]. As a consequence, we believe that date this new scale. Further analysis revealed significant personalized gameful systems will be more engaging if they associations of the Hexad user types with the Big Five per- adapt to personality traits or player types [14,15]. -
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. -
Representing the Hero: a Comparative Study Between the Animated and Gameplay Cinematic
Representing the Hero: A Comparative Study between the Animated and Gameplay Cinematic Trailers for Overwatch By Stella Kerr Date 15 March 2017 Supervisor: Hanli Geyser The University of the Witwatersrand Student Number: 559823 Course Number: WSOA 7036 Master of Arts in Digital Animation i Declaration I hereby declare that this dissertation is my own work. It is submitted for the degree of Master of Arts in the field of Digital Animation at the University of the Witwatersrand, Johannesburg. It has not been previously submitted for any degree or examination at any other university. Stella Kerr 15 March 2017 ii Acknowledgements I would first and foremost like to thank the University of the Witwatersrand for enabling me to pursue my academic career, with professional facilities and supportive staff. To my supervisor, Hanli Geyser, if it were not for your invaluable assistance and encouragement, this research would have not been possible. The effort and time that you have devoted to helping me during this long process is something I will always hold dear to me. You have succeeded in helping me realize my own potential and abilities, your knowledge and professional guidance is one of a kind and is extremely influential. To my editor Genevieve Wood, Thank you for improving my research and assisting me in the finality of my research. I would like to express my gratitude towards my three close friends, Chantelle le Bron, Emma Kerr and Tanya Blaeser. The determination I see in all of you has inspired me to follow my dream of completing my research report, thank you for being true friends along this path in my life. -
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. -
Danielle Ragas RAGASDANIELLE GMAIL.COM
RAGASDANIELLE.COM Danielle Ragas RAGASDANIELLEGMAIL.COM SKILLS ABOUT Storyboarding I’m an artist from Vancouver with a passion for illustration and video Sketching games. I strive to create engaging experiences, and I can bring my Graphic Design creativity and strong communication skills to any project and position. Illustration Motion Graphics Video Editing EXPERIENCE Writing Artist / The Peak September 2019 - December 2019 TOOLS Illustrated two covers and various illustrations for The Peak, Simon Adobe Creative Suite Fraser University’s student run newspaper. Maya Unity 3D HTML/CSS Artist / Beep Procreate Video Game / January 2019 - April 2019 / Academic Created concept art to define the art direction and story of a 3D action INTERESTS adventure game. Modelled props and characters, created textures, and determined in- Gaming game lighting consistent with the game’s colourful, stylized aesthetic. I love RPGs and nonlinear gameplay. Developed storyboards to communicate the game’s narrative, and then Currently playing built and animated the beginning and end game cutscenes in Unity Pokemon Shield. according to these storyboards. Created art for Animated character walk cycles, run cycles, idle animations, and several games for interactions using Maya. online game jams. Associate Artist / BioWare Illustration September 2017 - August 2018 I’ve been sharing Produced ten storyboards and additional sketches for cinematic original and fan work cutscenes and gameplay moments on two different projects, including online since 2014. the online multiplayer action game Anthem. Routinely pitched storyboards to animation directors, writers, and EDUCATION artists. Presented visual solutions and revised storyboards according to feedback from the team. Simon Fraser University BA Interactive Arts and Technology Marketing Assistant / Applied Biological Materials 2013 - 2019 September 2016 - December 2016 Designed various website assets and print material for both public and in-house use according to the company’s existing style guide. -
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. -
Mobile Games Advertising Report 2018 :: in Association with Mintegral
IN ASSOCIATION WITH Mobile Games Report Mobile Games Advertising Report 2018 www.pocketgamer.biz ©2018 Steel Media Ltd This report and its contents are the copyright of Steel Media Ltd and www.mintegral.com may not be distributed, copied, or reproduced without permission. Contents The mobile games advertising report 2018 by PocketGamer.biz and Mintegral From breaking industry stories and in-depth interviews with key executives to updates on industry events and detailed analysis of mobile games metrics, PocketGamer.biz is the first port of call for mobile game developers, publishers, operators, handset manufacturers, investors, and service providers. www.pocketgamer.biz The growth of mobile advertising and games 3 Jon Jordan | Writer Joao Diniz-Sanches | Production High level trends – Zynga and Glu The rise of playable ads 19 Mobile 8 Jez Bridgeman | Creative Director Paul Edwards | Senior Designer The view from Mintegral 21 Craig Chapple | Senior Editor Why developers love rewarded video ads 10 Case Study: How Mintegral ©2018 Steel Media Ltd This report and its contents are the copyright of works with Playrix 22 Steel Media Ltd and may not be distributed, copied, or reproduced without permission. The view from PikPok 13 What’s next? 23 Funding new ways to play 14 Sources 25 All statistics in this report are for informational purposes only and are correct at time of going to press to the best of Why players love rewarded our knowledge. Steel Media can accept no responsibility for inaccuracies that occur but where mistakes are video ads 17 About Mintegral 26 discovered we will correct any oversight.