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Data-Driven Game Development: Ethical Considerations [article]

Magy Seif El-Nasr, Erica Kleinman
2020 arXiv   pre-print
In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions.  ...  In this position paper, we discuss several factors affecting the use of game data in the development cycle.  ...  We then provide takeaways that we believe can help inform more ethical data driven game design.  ... 
arXiv:2006.10808v1 fatcat:ejn4ei4hznhizj5wiuutpsk73y

Linked Open Data Driven Game Generation [chapter]

Rob Warren, Erik Champion
2014 Lecture Notes in Computer Science  
This unified access in turn allows for the consumption of this data for modelling cultural heritage sites, historical events or creating serious games.  ...  In the following paper we present our work on simulating the terrain of a Great War battle using data from multiple Linked Open Data projects.  ...  This is the next logical step as we move from one-off game designs to game engines, to manual content generation, to the current procedural game generation and then to this proposed linked open data-driven  ... 
doi:10.1007/978-3-319-11915-1_23 fatcat:vutneqqcw5gsjpp73oarp3oqx4

A data-driven approach to visualize the effects of rheumatoid arthritis on hands

Kaitlin Burton, Frederick Hallock, Radu Paul Mihail
2013 Proceedings of CGAMES'2013 USA  
We present an approach to use high level data from hand X-Rays in postero-anterior (PA) view for synthesizing the animation and deformation of 3D hand models.  ...  We also discuss a potential use case of our method as a means to visualize damage due to RA as a function of time and treatment.  ...  Play testing can also educate game designers and lead to better choices.  ... 
doi:10.1109/cgames.2013.6632631 dblp:conf/cgames/BurtonHM13 fatcat:qlkkemdsu5fsbjt24xpf44pwtu

Purposeful by design?

Konstantin Mitgutsch, Narda Alvarado
2012 Proceedings of the International Conference on the Foundations of Digital Games - FDG '12  
In the majority of cases the designers' good intentions justify incoherence and insufficiencies in their design.  ...  The lack of assessment tools to analyze serious games and insufficient knowledge on their impact on players is a recurring critique in the field of game and media studies, education science and psychology  ...  In particular, we are thankful for the support of Dianna Russo, our colleagues at the Singapore-MIT GAMBIT Game Lab, and the Education Arcade at the Massachusetts Institute of Technology.  ... 
doi:10.1145/2282338.2282364 dblp:conf/fdg/MitgutschA12 fatcat:xqmgt4xtpzdlpf2xenyoaxbkgy

Motivation-driven educational game design

Guillaume Denis, Pierre Jouvelot
2005 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology - ACE '05  
As a case study, we illustrate this approach by looking at the design of our ongoing Cha-Luva Swing Festival project, a video game dedicated to music education.  ...  Our main contribution is to suggest best practices rooted in psychology and motivation theory that we believe should be used when designing educational games.  ...  ACE '05 Valencia, Spain In this paper, we examine how motivation-driven design influences learning and outline the new educative situations video games offer.  ... 
doi:10.1145/1178477.1178581 dblp:conf/ACMace/DenisJ05 fatcat:svf3c5zj5rbmnkyi5hx2a2lqbe

Exploring the use of participatory design in game design: a Brazilian perspective

Vanissa Wanick, Chaiane Bitelo
2020 International Journal of Serious Games  
This paper reviews the current body of literature on participatory design (PD) for game design, including participatory design elements, participatory design in education, and the current challenges that  ...  The literature and survey-based findings in this paper may be of benefit to game design scholars and designers who are intent on critically analysing the use of participatory design in the game design  ...  For instance Gerling, Linehan and Mandryk [43] presented four case studies with different special needs audiences using co-design as a GUR methodology and found one of the difficulties on implementing  ... 
doi:10.17083/ijsg.v7i3.358 fatcat:qwrefswuqrcvzo3ioa6bn4uqte

Maintenance-oriented design and development: a case study

J.P. Zagal, R.S. Ahues, M.N. Voehl
2002 IEEE Software  
The authors use a case study to compare traditional and maintenanceoriented processes.  ...  Accepting the importance of maintenance, and focusing the development process toward it, produces software projects that are successful, on time, and on budget.  ...  Acknowledgments The Chilean National Science Foundation (FONDECYT) grant number 1000520 partially funded this work.  ... 
doi:10.1109/ms.2002.1020296 fatcat:75zjbg46krgtbcx6gwwcxiq7yu

Using Data Mining Results to Improve Educational Video Game Design

Deirdre Kerr
2015 Zenodo  
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant  ...  Additionally, student perception of the revised version of the game was more positive than student perception of the original version, though there were no significant differences in either in-game or  ...  The findings and opinions expressed here do not necessarily reflect the positions or policies of the National Center for Education Research, the Institute of Education Sciences, or the U.S.  ... 
doi:10.5281/zenodo.3554723 fatcat:nql2zvoegbgexp52aspuhphmnm

Informing Content-driven Design of Computer Programming Games

Lieve Laporte, Bieke Zaman
2016 Proceedings of the 9th Nordic Conference on Human-Computer Interaction - NordiCHI '16  
The results of these studies aim to contribute to the requirements and ideation phases of a programming game design process, thereby informing a learning content-driven design perspective.  ...  Currently, educational games are being developed to teach children the basics of computer programming. Research and design of such games is usually based on general learning theories.  ...  ACKNOWLEDGMENTS We would like to thank all participants of our workshop for their valuable contribution, and our colleagues at Mintlab for providing feedback on the first versions of this paper.  ... 
doi:10.1145/2971485.2971499 dblp:conf/nordichi/LaporteZ16 fatcat:5ulemxdtefbzndd5ocmzr2brhy

Automated Game Design Learning [article]

Joseph C Osborn, Adam Summerville, Michael Mateas
2017 arXiv   pre-print
We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games  ...  While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans.  ...  Data-Driven Procedural Content Generation Data-driven Procedural Content Generation (PCG) has become a popular research field in recent years, but a key drawback is the lack of usable, clean data sources  ... 
arXiv:1707.03333v1 fatcat:ruzmhqo7u5dcxouqexoxj5i7nu

Game Design Guided by Visual Attention [chapter]

Li Jie, James J. Clark
2007 Lecture Notes in Computer Science  
In this paper we propose to design games in different difficulty levels based on the estimation of attention. We use eye movement information in an analysis of attention.  ...  Visual attention plays a critical role in game playing. A better understanding of the allocation of visual attention can benefit the design of game scenarios.  ...  The game was designed to exhibit two difficulty levels, hard and easy. For the hard level, enemies were designed to appear at the location of high attentional cost.  ... 
doi:10.1007/978-3-540-74873-1_41 fatcat:xhguuoyngfay7fruzx7ca7ugnm

Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles

Teemu H. Laine, Renny S.N. Lindberg
2020 IEEE Transactions on Learning Technologies  
The results of this article are available for educational game designers and researchers to use as a practical toolkit for the creation and evaluation of motivating educational games that keep players  ...  In this article, we conducted a systematic literature review that yielded two major contributions: 1) a taxonomy of 56 game motivators in 14 classes; and 2) a taxonomy of 54 educational game design principles  ...  For example, in the case of young children, the learning content could be presented subtly, embedded in game mechanics [86] , whereas in the context of higher education, the game might present realistic  ... 
doi:10.1109/tlt.2020.3018503 fatcat:7yantadmlna7nadilmmt3jixwq

Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS)

Sara de Freitas, Helen Routledge
2013 British Journal of Educational Technology  
de Freitas, S. and Routledge, H. (2013) Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS).  ...  British Journal of Educational Technology, 44 (6). pp. 951-968.  ...  The model defines serious game design attributes in relation to pedagogic elements and theory and build upon previous research including case studies of game use in educational and informal contexts of  ... 
doi:10.1111/bjet.12034 fatcat:atqn6zixp5bvzawjlubdugykh4

Design Perspectives

Lars Hult, Magnus Irestig, Jonas Lundberg
2006 Human-Computer Interaction  
In our design example, a car game, the conceptual idea of the artifact varied from a goal-oriented tool to a media-based communication experience.  ...  A design perspective is a coherent set of values and aspects emphasized by the designer in a given design situation.  ...  We want to thank Kjell Ohlsson at the HMI Research School for supporting our idea in creating the design perspectives and also for discussions regarding the design workshops.  ... 
doi:10.1207/s15327051hci2101_2 fatcat:piogvp35szdeffx2hitgao4i5u

Co-designing social marketing programs

Timo Dietrich, Sharyn Rundle-Thiele, Lisa Schuster, Jason Connor
2016 Journal of Social Marketing  
The data was content analysed. Findings -Analysis revealed that a co-designed program would differ substantially from the expert-driven Game On: Know Alcohol program recently trialled.  ...  Abstract Purpose -Most alcohol education programs are designed by experts, with the target audience largely excluded from this process.  ...  The funders played no role in study design, collection, analysis, interpretation of data, or in the decision to submit the paper for publication. They accept no responsibility for contents.  ... 
doi:10.1108/jsocm-01-2015-0004 fatcat:fkuqt5faj5gkdavhnnhdra6r44
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