Design Guidelines for Multiplayer Video Games on Multi-Touch Displays

Total Page:16

File Type:pdf, Size:1020Kb

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. Unlike traditional touch-screens commonly used in ATM machines and other consumer devices, multi-touch displays are able to register a large number of distinct touch points (typically in the tens) simultane- ously. This allows users to interact with the display using more than one finger or hand at a time, which expands the possible interaction schemes and enhances user experience. Additionally, a multi-touch screen allows multiple users to simultaneously interact with the display when the screen surface is large enough to accommodate them. This enables possibilities for a new generation of collaborative, multi-user, interactive applications. The enhanced user experience has made multi-touch displays an attractive option for many applications in which multiple people need to collaborate to achieve a common goal. For example, museums are exploiting multi-touch displays to build interactive exhibits in which visitors work together to complete specific tasks supporting a common Author address: Khairi Reda (corresponding author), Department of Computer Science, University of Illinois at Chicago; email: [email protected]. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies show this notice on the first page or initial screen of a display along with the full citation. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, to redistribute to lists, or to use any component of this work in other works requires prior specific permission and/or a fee. Permissions may be requested from Publications Dept., ACM, Inc., 2 Penn Plaza, Suite 701, New York, NY 10121-0701 USA, fax +1 (212) 869-0481, or [email protected]. c 2014 ACM 1544-3574/2014/03-ART1 $15.00 DOI: http://dx.doi.org/10.1145/2543698.2543699 ACM Computers in Entertainment, Vol. 11, No. 1, Article 1, Publication date: March 2014. 1:2 K. Reda et al. learning goal [Leigh 2009]. Scientists are also leveraging these displays to generate interactive visualizations that support collaborative investigation and analysis of com- plex, large datasets. More recently, video game developers have started to view multi- touch displays as an emerging platform for multiplayer games. Traditional computer games such as Pong [Gross et al. 2008] have been “ported” to tabletop multi-touch platforms, allowing a social, multiplayer experience. A number of characteristics make multi-touch displays an attractive platform for multiplayer games. In video game consoles and PC-based games, each player receives a separate view of the environment, and interact with the game using a dedicated con- troller which typically allow the player exclusive control over a subset of characters or objects in the game. By contrast, players in tabletop multi-touch displays share a single environment, and interact with the game using a shared but powerful interface that enables complex interactions to be conveyed intuitively. This allows for a more social, face-to-face interaction between the players. Moreover, because the players share the same input device, they do need to have exclusive control over certain characters or objects, enabling a more fluid control scheme to be used in the game. The improved social interaction, and the ability to cooperatively share control over the game enables unique interaction modalities that encourage collaboration between players and foster high-level problem solving, leading to increased enjoyment by players. These character- istics can also be exploited by serious video games to offer engaging, social gameplay in which participants collaborate to play the game while learning the intended concepts at the same time. While there are well-established design paradigms and principles for games target- ing traditional video game hardware (such as consoles and PCs), these techniques fall short when applied directly to radically different hardware platforms such as multi- touch displays. As the hardware interface changes, the interaction scheme associated with the game can change dramatically, which in turn can significantly influence many aspects of gameplay. For example, a multiplayer game for a tabletop multi-touch display has to present a consistent view for all participants regardless of the position they are viewing it from. Game designers need to be aware of these aspects in order to leverage the affordances of multi-touch displays and design around their limitations. There have been some attempts at porting existing video games to multi-touch platforms (For ex- ample, Warcraft [PQ-Labs 2008] and The Sims [Tse et al. 2007]). However, these ports often resort to emulating the mouse with input from the multi-touch screen, resulting in a single-player game that does not take advantage of the multiplayer capability of multi-touch displays. The goal of this paper is to aid game developers in understanding how the unique capabilities of multi-touch displays can be leveraged to create unique forms of gameplay that offer highly engaging multiplayer gaming experience. Additionally, the limitations of the technology and their effect on gameplay are also illuminated. We discuss these issues in the context of a number of games that were developed during two iterations of a semester-long video game design course. During this course, groups of students majoring in Art and Computer Science designed and developed, from the ground-up, video games for TacTile, an LCD-based multi-touch display that supports as many as 500 simultaneous touches [TacTile 2008, Leigh et al. 2009]. It is important to note that we define multi-touch displays in this paper as displays that can sense more than twp simultaneous touches, and can physically accommodate at least two users. Therefore we do not include iPhone and Android games as part of this discussion. The rest of the paper is organized as follows. Section 2 reviews previous research on multi-touch video games. In Section 3, we discuss the methodology used in the research leading to the conclusions of this paper. Section 4 describes the development platform. Section 5 describes three different multiplayer video games designed for TacTile, and ACM Computers in Entertainment, Vol. 11, No. 1, Article 1, Publication date: March 2014. Design Guidelines for Multiplayer Video Games on Multi-touch Displays 1:3 documents different approaches for effective multiplayer gameplay. Section 6 summa- rizes the lessons learned and provides some guidelines for prospective developers of multi-touch video games. We conclude the paper in Section 7 and give future research directions. 2. RELATED WORK Tabletop and multi-touch displays have attracted large interest from the Human- Computer Interaction community due to their intuitiveness and suitability for group- oriented tasks. There is a large body of research on the use of these displays in collabo- rative, computer-supported tasks. A classical example is the work of Scott et al. [2003]. The vast majority of the literature on multi-touch and tabletop displays however fo- cuses on general-purpose, work-oriented tasks, as opposed to video games. While many of the conclusions and guidelines found in that body of research can be conceivably generalized to games, there are a number of unique factors that have to be consid- ered when designing multiplayer video games, including enjoyment and competition between players. In recent years, the interest in the application of multi-touch and tabletop displays to multiplayer gaming has increased. A number of classical video games have been ported to these platforms. One example is a multi-touch adaptation of the famous Atari Pong game [Gross et al. 2008]. The game is played with a single gesture that consists of a two-finger tap to form a racket and bounce the ball. Esenther et al. describe two multiplayer, multi-touch games [2005]. In the first game, players compete to find a special ball with a swirling pattern out of groups of blue balls. The hardware platform allows the identity of the player touching the table to be reliably deduced. Therefore, the game knows the identity of the winning player who finds the special ball first.
Recommended publications
  • 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.
    [Show full text]
  • 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
    [Show full text]
  • 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).
    [Show full text]
  • 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.
    [Show full text]
  • 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].
    [Show full text]
  • 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”).
    [Show full text]
  • 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 ...........................................................................................................................
    [Show full text]
  • 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).
    [Show full text]
  • Game-Scrum: an Approach to Agile Game Development
    SBC - Proceedings of SBGames 2010 Computing Track - Short Papers Game-Scrum: An Approach to Agile Game Development Andre´ Godoy Ellen F. Barbosa Instituto de Cienciasˆ Matematicas´ e de Computac¸ao˜ (ICMC-USP) PO. Box 668, Zip Code 13560-970 – Sao˜ Carlos (SP), Brazil Abstract Within these characteristics, the Agile Manifesto [Beck et al. 2001] brings together the main values of various agile methodologies, The use of agile methodologies for developing games has become which are important to understand an approach to game develop- very common. However, such methodologies must be adapted to ment based on an agile methodology. Through these values we can the team reality and to the particularities of the game development. notice that the focus of agile methods is on the product, rather than Since there are few agile methodologies that specifically address the process used. Thus, we avoid unnecessary documentation, there the problems found in game development, this paper aims at inves- is flexibility to accept and react to changes, and also the customer tigating some alternatives and suggests an approach to guide people collaboration in monitoring the development. who are starting in this area. The proposed methodology, named One of the best known agile software development is eXtreme Pro- Game-Scrum, has been applied in the development of a game for gramming (or XP), which is proposed by Beck [Beck 1999] and teaching software engineering. The results from its application are whose fundamental beliefs are based on five principles or values also discussed in the paper. [Teles 2006]: communication, courage, feedback, respect and sim- plicity.
    [Show full text]
  • The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior
    Intuition: The BYU Undergraduate Journal of Psychology Volume 14 Issue 1 Article 5 2019 The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior Ariqua M. Furse Brigham Young University Follow this and additional works at: https://scholarsarchive.byu.edu/intuition Part of the Psychology Commons Recommended Citation Furse, Ariqua M. (2019) "The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior," Intuition: The BYU Undergraduate Journal of Psychology: Vol. 14 : Iss. 1 , Article 5. Available at: https://scholarsarchive.byu.edu/intuition/vol14/iss1/5 This Article is brought to you for free and open access by the Journals at BYU ScholarsArchive. It has been accepted for inclusion in Intuition: The BYU Undergraduate Journal of Psychology by an authorized editor of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Furse: Effects of Cooperative Gameplay The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior Ariqua Furse Brigham Young University Abstract Over a quarter of the world’s population spends an average of 5.96 hours a week gaming. The top ten most played games are either exclusively multiplayer or have a multiplayer option, with 70% containing violent content. Despite the prevalence of multiplayer gaming, most video game research has been focused on single player modes. Video game aversion is based on this single player research. There is a lesser awareness of the effects of cooperative video game play. The majority of the literature on the effects of cooperative game play on aggression and prosocial behavior reviewed shows that, when played cooperatively, video games, regardless of content, have little or no effect on aggression or prosocial behavior.
    [Show full text]
  • The Heroic Journey of a Villain
    Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness.
    [Show full text]
  • Gamification in Online Teaching
    PURDUE REPOSITORY FOR ONLINE TEACHING AND LEARNING Gamification in Online Teaching 1 What is it? ● Encourage players to compete using leaderboards. ● Gamify questions into multiple choice, word cloud Gamification is the use of video game elements like generator, image choice, graphs, or polls using earning rewards that help improve user experience and Kahoot, Mentimeter or Poll Everywhere. user engagement in non-game services and applications (Deterding et al., 2011). We are all familiar with earning frequent-flyer rewards, moving from Silver membership Tips and Tricks to Gold membership, earning badges on Fitbit, etc. - and ● Share games on social media or via email. these are examples of gamification in marketing. ● Assess student performance in a fun way. Similarly, gamification can be used to enhance learning ● Quiz students every week interactively. environments because it keeps learners engaged and ● Types of rewards: Digital badges or printable motivated, apart from improving learning productivity, achievement certificates. in a fun way. Gamification is especially helpful in ● Share leaderboards with the class. learner assessment through games, polls, and surveys. ● Reports can be generated and saved for your records from online tools. 2 Why is it important? Gamification leverages people's natural desires for 4 Additional Resources socializing, learning, mastery, competition, ● 5 Tools to Help You “Gamify” Your eLearning achievement, status, and self-expression by framing a Content learning situation as a game or play (Lieberoth, 2015). ● The science and the benefits of gamification in Gamification is especially useful in online environments eLearning ● Mentimeter.com (free): Can be used to create because learners across the globe can be engaged by the ​ ​ instructor on the same platform in real time (when quizzes and polls.
    [Show full text]