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Where is my team

Martin Pielot, Oliver Krull, Susanne Boll
2010 Proceedings of the 28th international conference on Human factors in computing systems - CHI '10  
We then embedded our tactile location encoding into a fastpaced 3D multiplayer game. In this game, team play and the awareness of the team members' locations are crucial for the success in the game.  ...  In addition, the team equipped with the tactile display showed a better team play and a higher situation awareness.  ...  The section on TactileCS shows how we embedded the encoding of positions of team members in a multiplayer team game in which each player has to be well aware of the location team to be successful in the  ... 
doi:10.1145/1753326.1753581 dblp:conf/chi/PielotKB10 fatcat:pwptcvofgnc7fplsie7xhmohjq

Robonomics in the 6G Era: Playing the Trust Game with On-Chaining Oracles and Persuasive Robots

Abdeljalil Beniiche, Sajjad Rostami, Martin Maier
2021 IEEE Access  
We then present an on-chaining oracle architecture for a networked N -player trust game that involves a third type of human agents called observers, who track the players' investment and reciprocity.  ...  In this paper, we investigate the widely studied trust game of behavioral economics in a blockchain context, paying close attention to the importance of developing efficient cooperation and coordination  ...  The design of externalities such as third-party punishment and alternative reward mechanisms for incentivizing human cooperation in multiplayer public goods games in general and N -player trust game in  ... 
doi:10.1109/access.2021.3068239 fatcat:a7g64ynr3bemfowg7pccziesoy

A Composite Framework of Co-located Asymmetric Virtual Reality

Kaitlyn M. Ouverson, Stephen B. Gilbert
2021 Proceedings of the ACM on Human-Computer Interaction  
For example, if a team needs to change a design that is meant for use in a headmounted display (HMD), using VR may be the most straightforward way to test the environment, while a desktop application (  ...  A team's needs for establishing workspace awareness are clearly outlined, but the application of workspace awareness to asymmetric VR is not.  ...  Larysa Nadolny and Mariangely Iglesias Pena for their insight during the formulation of the paper.  ... 
doi:10.1145/3449079 fatcat:322wre3mxbck3b5cdupou23zya

Media and modalities – Computer games [chapter]

Péter Kristóf Makai
2021 Intermedial Studies  
Computer-assisted design and video-editing programs, digital distribution platforms for film, books and games, and news media are all thoroughly digital.  ...  (s) via a technological interface, who exercise agency in a digitally realized virtual environment created by game designer(s) to influence the internal state of that environment in order to derive enjoyment  ...  Notably, offline games are purchased for a flat fee in a game shop or a digital distribution platform, and the player can experience the core content without being connected to the internet.  ... 
doi:10.4324/9781003174288-5 fatcat:zvgr24zwc5ekph5stwjtpg3qyq

Pose presentation for a dance-based massively multiplayer online exergame

Hannah Johnston, Anthony Whitehead
2011 Entertainment Computing  
We present a framework for a massively multiplayer online exergame (MMOE), that combines elements of persuasive technology and massively multiplayer online games to provide players with a customized, social  ...  gaming experience with the potential for long-term engagement and measurable physical benefits.  ...  Framework for a massively multiplayer online exergame We propose combining exergames, persuasive technology, and massively multiplayer online games to deliver a more entertaining gaming experience that  ... 
doi:10.1016/j.entcom.2010.12.007 fatcat:dtlsqydo65fzjalga75rfs5arq

Player talk—the functions of communication in multplayer role-playing games

Anders Drachen, Jonas Heide Smith
2008 Computers in Entertainment  
Communication is a vital component of multiplayer gameplay, constituting a large part of the total player interaction.  ...  A series of empirical game experiments are presented and the player-based communication analyzed, with the aim of clarifying how format (media of expression) impacts on verbal communication in multiplayer  ...  Susana Tosca, IT University, Copenhagen, kindly permitted use of the PnP game data collected by her and A. Drachen in 2003.  ... 
doi:10.1145/1461999.1462008 fatcat:nyurcvpr7zhcleibdfkccv4qka

Shared-screen social gaming with portable devices

Jarmo Kauko, Jonna Häkkilä
2010 Proceedings of the 12th international conference on Human computer interaction with mobile devices and services - MobileHCI '10  
Our findings help to understand the design space of social co-located gaming, and show that mobile phones are a potential platform for such games.  ...  Mobile phones are designed as personal devices, and thus mobile games often lack the social element present in other game platforms, e.g., in console games.  ...  For instance, in a game called Pac-Man Must Die, players collect dots that are distributed between the displays. Players can move to other displays through portals.  ... 
doi:10.1145/1851600.1851657 dblp:conf/mhci/KaukoH10 fatcat:xglwxz3ltrhurbgyqh7lsrg2wy

Good gamers, good managers? A proof-of-concept study with Sid Meier's Civilization

Alexander Simons, Isabell Wohlgenannt, Markus Weinmann, Stefan Fleischer
2020 Review of Managerial Science  
In addition, a preliminary analysis of in-game data, including players' interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic "stealth  ...  and they design and use "serious games" that can support skill assessment and development.  ...  Section 4 outlines the procedures for data collection and analysis and explains how we organized the multiplayer games with the participants and how we designed the assessments.  ... 
doi:10.1007/s11846-020-00378-0 fatcat:mz32tg7g25hgbfnpxhedfoyo5y

The Positive Psychology of Gaming: Immersion through Flow in Simulations

Müberra Yüksel
2012 Journal of Internet and e-Business Studies  
Getting immediate feedback can induce high levels of engagement in the game as well as a feeling of control and development.  ...  Playing online games that are embedded in social media such as Facebook and Twitter is more than an isolated competition against a computer; it is both an interactive experience of a second self and a  ...  The recent reemergence of non-military serious games (initiated by Microsoft Research-funded games) as a promising frontier of education has introduced the concept of games designed for a serious purpose  ... 
doi:10.5171/2012.800962 fatcat:dvnib4uyk5eqlkymlyleda7bha

Exploring Asymmetric Roles in Mixed-Ability Gaming

David Gonçalves, André Rodrigues, Mike L. Richardson, Alexandra A. de Sousa, Michael J. Proulx, Tiago Guerreiro
2021 Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems  
Abstract Noticeably, the majority of mainstream games -digital games and tabletop games -are still designed for players with a standard set of abilities.  ...  In this study, we highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-ability gaming.  ...  Lastly, we introduce efforts on game studies pertinent to this work, namely structural models that examine game content and different frameworks for game design and evaluation.  ... 
doi:10.1145/3411764.3445494 fatcat:plkx5gaqkfdbjmwnl3yrwhtx5m

Duplex narrowcasting operations for multipresent groupware avatars on mobile devices

Michael Cohen, Owen Noel Newton Fernando, Uresh Chanaka Duminduwardena, Makoto Kawaguchi
2009 International Journal of Wireless and Mobile Computing  
We have developed an interface for narrowcasting functions for networked mobile devices deployed in a Collaborative Virtual Environment.  ...  Featuring multiple icons in a '2.5D' application, the interface can be used to control motion, sensitivity, and audibility of avatars in a teleconference.  ...  'FPS' and 'MMORPG' High-speed, multiplayer games have yielded a new interpretation of 'fps': not 'frames per second', but 'first-person shooter', as in so-called 'twitch' games like 'Doom' or 'Quake'.  ... 
doi:10.1504/ijwmc.2009.029348 fatcat:p6pb62bh4fdnpk5q4pmstlgehe

A Framework Used for Analysis of User Experience in Games

Vitor Marques Carvalho, Elizabeth Sucupira Furtado
2020 Journal of Interactive Systems  
The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium.  ...  To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games.  ...  The proposed framework, designed as a tool to assist game designers, consists of elements and sub-elements exploring UX constructs in game design.  ... 
doi:10.5753/jis.2020.759 fatcat:fkxzwmzofngjfkpqe6c56p2twi

Collective attention and active consumer participation in community energy systems

Aikaterini Bourazeri, Jeremy Pitt
2018 International Journal of Human-Computer Studies  
In this paper, we investigate the situation from an empirical (rather than analytic) perspective using instead a Serious Game.  ...  This is effectively a collective action dilemma typically modelled as a repeated game and analysed using Game Theory.  ...  Results & Analysis Experimental Setup Social Mpower is a multiplayer game and in each gameplay, which lasts about 30 minutes, there is a group of maximum 3 players co-located in the same virtual world  ... 
doi:10.1016/j.ijhcs.2018.06.001 fatcat:ionvuwgkrfawtd37uinro7ikom

Improving Learning Experience of People with Cognitive Disabilities Using Serious Games: A Review

Anirban Chakraborty, Eseohen Ojo, Bryce Quonoey, Gayatri Mehta
2021 European Scientific Journal  
This paper discusses some of the prevalent serious games and the frameworks that can be used while designing them.  ...  They offer them a stress-free environment that assists them in working on their skills at their own pace. Studies have shown that no one game is fit for all kinds of disabilities.  ...  Acknowledgment This material is based upon work supported in part by the National Science Foundation under grant no. NSF-CCF-1617475.  ... 
doi:10.19044/esj.2021.v17n35p1 fatcat:74ggac3uvngxdc4ojwer4voeqq

An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games

Jorge Peña, Jeffrey T. Hancock
2006 Communication Research  
Experience level played an important role in message production.  ...  The present study compared the socioemotional and task-oriented content of 5,826 text messages produced by participants of an online video game.  ...  processes among distributed video game users.  ... 
doi:10.1177/0093650205283103 fatcat:2b726oetfnd3dfiwovjitxyrfu
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