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Games in Learning: Shedding Light on a Problematic Taxonomy

T. Beatman, R. Duff
2019 EAI Endorsed Transactions on Serious Games  
Games in Learning is defined, "Research and work involving the use of games, in whole or in part, as tools to improve motivation, engagement, and/or understanding in learning".  ...  This indicates both a lack of consensus on terms' definitions, and of clarity between terms.  ...  As GiL covers products used in structured, unstructured, formal, and informal settings, the natures Games in Learning: Shedding Light on a Problematic Taxonomy of which can vary, but the outcome of learning  ... 
doi:10.4108/eai.13-9-2018.156151 fatcat:kxexgsrzw5cirb6ypqspt2c4ie

Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning

Leonidas Spiliopoulos
2015 Frontiers in Neuroscience  
Citation: Spiliopoulos L (2015) Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning. Front. Neurosci. 9:102.  ...  Simulations with a systematic manipulation of key properties of the environment and agents could also shed light on the coupling of the two in the spirit of procedural rationality (Simon, 1976 (Simon,  ...  Result 1: There exists significant transfer of learning, i.e., behavior in a new test game class depends on the training game class.  ... 
doi:10.3389/fnins.2015.00102 pmid:25873855 pmcid:PMC4379898 fatcat:fkrj54tabjaahmhrkdetcx7jri

Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames

Garry Crawford
2015 Games and Culture : A Journal of Interactive Media  
From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence.  ...  These are 'non-places' (Augé 1995) themed to provide a sense of individuality, control and escape in a society that increasingly offers none.  ...  Acknowledgments: I would like to thank the organisers and delegates of the 2014 annual Leisure Studies Association conference, where an earlier version of this paper was presented as a conference keynote  ... 
doi:10.1177/1555412014566235 fatcat:atp4oyu5wvgo5bhqwctkfujpf4

If {battleState = BattleState.standby}: Bringing the Gamer Into Play in Computer Game Development [chapter]

Sandra Plontke, Estrid Sörensen
2018 Cultures of Computer Game Concerns  
A look at Sam's internship report that deals with the code segment under consideration will shed some light on this question.  ...  Sørensen, 2018, this volume). 8 In the light of my brief remarks on this issue some readers may ask themselves: What would not be a matter of concern?  ... 
doi:10.14361/9783839439340-002 fatcat:l2nxcfowgbcqbplpoeurleouli

A Systematic Literature Review of Analytics for Adaptivity Within Educational Video Games

Manuel Ninaus, Steve Nebel
2021 Frontiers in Education  
To shed more light on this topic and to identify common ground for further research, we conducted a systematic and pre-registered analysis of the literature.  ...  The studies on which these papers were based, however, show promise in terms of the efficacy of adaptive educational games.  ...  Doing so might shed light on which approaches are most successful in adaptive game-based learning and thereby advance the field and provide practical recommendations for researchers and educators alike  ... 
doi:10.3389/feduc.2020.611072 fatcat:igmc5r5r3bfmjj5vvq73cro3dq

Design metaphors for procedural content generation in games

Rilla Khaled, Mark J. Nelson, Pippin Barr
2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13  
In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques.  ...  Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design.  ...  The metaphors also shed light on design consequences, implications, and improvements regarding our use of PCG, which we address now.  ... 
doi:10.1145/2470654.2466201 dblp:conf/chi/KhaledNB13 fatcat:kdfetb7jhjhf3bbhdkbrkhg3qu

Volunteers as monstrous workers: 'monsters' in UK live-action roleplay game organizations

Laura Mitchell
2016 Culture and Organization  
Yet this study indicates that the simultaneous production of organization and monstrosity in LARP conceals monsters' role in the production of the LARP event as a conventional leisure activity.  ...  These volunteers do not clearly conform to a normative role as customer or employee, and they represent deviations in activity, identity, and morality.  ...  The data shed light on the embodied, situated and sub-cultural nature of LARP activity and, as a further concern, on matters of volunteering in leisure organizations.  ... 
doi:10.1080/14759551.2016.1241254 fatcat:fv53ocnohzbkrmbxhjejr4bybm

Gaming the Classroom: The Transformative Experience of Redesigning the Delivery of a Political Science Class

Mikael Hellstrom, University of New Brunswick Saint John
2017 Issues and Trends in Educational Technology  
This paper presents a reflection on lessons learned from converting a lecture-based course to a design based on gamification and game-based learning techniques.  ...  The paper details the experiences of transforming traditional lecture-based courses in undergraduate political science to gamification and game-based learning, and it presents the reader with a toolkit  ...  Comparing Fall 2012 with Fall 2013 (20 students) did reveal a statistical difference, with p=0.001. Future research could shed more light on these differences.  ... 
doi:10.2458/azu_itet_v5i2_hellstrom fatcat:tnfjlni2vfgitdvdipsgxcvbhm

Avoidance of the real and anxiety about the unreal: Attachment style and video-gaming

Mark Coulson, Andrea Oskis, Rebecca L Gould
2017 Contemporary Issues in Early Childhood  
We discuss two 'Fundamental Attachment Errors', and show how these can lead to both 'light' outcomes, in terms of opportunities to learn more secure attachment patterns, and 'dark' outcomes where existing  ...  In this article we discuss the light and dark side of attachments and attachment style in physical and digital worlds.  ...  Work in the field of adult attachment, specifically on the structure and function of the secure base in romantic relationships, may shed some light on the optimal characteristics of a playmate in childhood  ... 
doi:10.1177/1463949117714085 fatcat:vst6s2ibkfemxapr6upjfawiie

Using prototypes in early pervasive game development

Elina M. I. Ollila, Riku Suomela, Jussi Holopainen
2008 Computers in Entertainment  
The main goals of this thesis are to understand in a more profound way how to design games and based on that understanding develop frameworks and methods for aiding game design.  ...  Understanding game design, both as an activity and as an end result of that activity, in a more profound way could alleviate this problem.  ...  The focus is on shedding light on the ludological issues that are, in our opinion, the most important ones for those who are in the trenches of game development.  ... 
doi:10.1145/1371216.1371220 fatcat:s2dubne72nbe5dl7u3ozedp7ea

The generative garden game challenging Chomsky at conceptual combat

Rudolf P. Botha
2012 Stellenbosch Papers in Linguistics  
They are drawn by Chomsky in his attempts to shed light on two topics in particular: the "mental" character of mind, and the modularity of mind.  ...  These distinction are intended to shed light on questions such as the following: "In what sense is knowledge of language something mental?"  ...  And Nevmeyer proceeds to point out that the rejection of this goal entails "the abandonment of a scientific perspective on language".  ... 
doi:10.5774/16-0-94 fatcat:cyifgau7uzejzmwd57h2vi577q

The generative garden game: challenging Chomsky at conceptual combat

Rudolf P. Botha
2013 Stellenbosch Papers in Linguistics Plus  
They are drawn by Chomsky in his attempts to shed light on two topics in particular: the "mental" character of mind, and the modularity of mind.  ...  These distinction are intended to shed light on questions such as the following: "In what sense is knowledge of language something mental?"  ...  And Nevmeyer proceeds to point out that the rejection of this goal entails "the abandonment of a scientific perspective on language".  ... 
doi:10.5842/11-0-564 fatcat:yteztb7iqranjmwgl3by5h2qxm

Renegade gaming

Christine Szentgyorgyi, Michael Terry, Edward Lank
2008 Proceeding of the twenty-sixth annual CHI conference on Human factors in computing systems - CHI '08  
In this paper, we report findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS owners.  ...  Today's handheld gaming systems allow players to engage in multiplayer games via ad-hoc, wireless networking.  ...  In collocated multiplayer gaming on the DS, we expected to see a similar desire for social play, particularly in light of Ravaja et al.'  ... 
doi:10.1145/1357054.1357283 dblp:conf/chi/SzentgyorgyiTL08 fatcat:tsz5q625gzefxdihiscihm7n44

Multiagent Deep Reinforcement Learning: Challenges and Directions Towards Human-Like Approaches [article]

Annie Wong, Thomas Bäck, Anna V. Kononova, Aske Plaat
2021 arXiv   pre-print
solutions in multiagent reinforcement learning.  ...  Dealing with multiple agents is inherently more complex as (a) the future rewards depend on the joint actions of multiple players and (b) the computational complexity of functions increases.  ...  An early study sheds light on how EAs deal with RL problems (Moriarty et al., 1999) and has been confirmed by recent studies (Bloembergen et al., 2015; Drugan, 2019; Arulkumaran et al., 2019; Lehman  ... 
arXiv:2106.15691v1 fatcat:7sy6cianq5dh5a7n6clvjdlrxy

Gamified In-Home Rehabilitation for Stroke Survivors: Analytical Review

Paul Tamayo-Serrano, Samir Garbaya, Pierre Blazevic
2018 International Journal of Serious Games  
It was found that there is a tendency to develop low-cost solutions as in-home therapy systems and provide a variety of games.  ...  A stroke is a life-changing event that may end up as a disability, with repercussions on the patient's quality of life.  ...  This work aims to shed light on the area of gamified in-home stroke rehabilitation, by presenting what has been achieved and what are the limitations of the current implementations, as well as identifying  ... 
doi:10.17083/ijsg.v5i1.224 fatcat:bippt7zasfcsplinfry7b4t5xe
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