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Visualizing and understanding players' behavior in video games

Dinara Moura, Magy Seif el-Nasr, Christopher D. Shaw
2011 Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games - Sandbox '11  
As video games become more popular, there is an urge for procedures that can support the analysis and understanding of players' behaviors within game environments.  ...  Such data would inform game and level designers of game design issues that should General Terms Visualization, Telemetry Data  ...  By logging user-initiated events in video games, analysts have exhaustive information regarding players' actions within games.  ... 
doi:10.1145/2018556.2018559 fatcat:4nnm6oeqj5ghpbgis5ijpb24ty

Games about LOVE and TRUST?

Doris C. Rusch, Matthew J. Weise
2008 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games - Sandbox '08  
In the following we are going to focus on two of them: interface metaphors that provide the very foundation for the communication between game and player, and games that are based as a whole on metaphorically  ...  Applying Lakoff's and Johnson's research on "metaphors we live by" [1980] to game studies, we will identify potential of future development and give suggestions of how it can be tapped.  ...  We agree that games based on physical concepts can be great fun.  ... 
doi:10.1145/1401843.1401861 fatcat:cejvmmjwjvgt7bvioim3wsf3u4

Can "Gaming 2.0" help design "Serious Games"?

Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel
2010 Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10  
From this analysis, insights on the relevance of "Gaming 2.0" for the "Serious Games" field will be drawn.  ...  The "Serious Games" field raises a specific need.  ...  On one hand, "Gaming 2.0" allows players, who can generally be considered as "people without professional game design skills", create game-related content.  ... 
doi:10.1145/1836135.1836137 fatcat:sc3oxa54bfbfzjfy4zsnrbvecy

Integrating video games and robotic play in physical environments

Byron Lahey, Winslow Burleson, Camilla Nørgaard Jensen, Natalie Freed, Patrick Lu
2008 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games - Sandbox '08  
Diverse ALERT video game scenarios and applications are enabling a broad range of gamers, learners, and developers to generate and engage in their own physically interactive games.  ...  As these systems broaden the capabilities of video game technology and human-robot interaction (HRI) they are lowering many existing barriers to integrated videorobot game development and programming.  ...  Introduction: Robots and Video Games This paper presents a new interaction and development paradigm for video-robot game development and play.  ... 
doi:10.1145/1401843.1401864 fatcat:7gncoujpkza5bkpq5pvx3ihv4e

Experimental evaluation of teaching recursion in a video game

Amanda Chaffin, Katelyn Doran, Drew Hicks, Tiffany Barnes
2009 Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games - Sandbox '09  
We conducted a study with computer science majors to measure the impact of the game on learning and on attitudes toward educational games.  ...  Our results demonstrate the enthusiasm students have for learning games and provide insight into how such games should be constructed.  ...  Three of the students never play video games while most play less than 3 hours a week, 1 plays 3-10 hours a week, 2 play 11-20 hours a week and 2 play more than 20 hours a week.  ... 
doi:10.1145/1581073.1581086 fatcat:ryyhkwxkm5f43jjb76adtwkwhi

PADS

Chang Yun, Philip Trevino, William Holtkamp, Zhigang Deng
2010 Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10  
With our approach, traditional program-centered video games can be transformed to provide personalized, playercentered gaming experiences.  ...  In this paper, we present a novel methodology to improve gaming experiences by automatically adjusting the game difficulty throughout the game play using a Profile-based Adaptive Difficulty System (PADS  ...  Consider one facet of user experience: difficulty. Over time, video games have migrated toward providing more personalized gaming difficulty.  ... 
doi:10.1145/1836135.1836140 fatcat:wshhaylqpfdzfbpoumrhcwj5b4

Evaluating enjoyment within alternate reality games

Andrew P. Macvean, Mark O. Riedl
2011 Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games - Sandbox '11  
We look at the existing literature on enjoyment within video games, and use this to devise a set of new criteria.  ...  In the process, we found that some of the key components of an enjoyable traditional video game experience are not so essential when considering ARGs.  ...  Finally, we draw a set of conclusions on our metric, and how our new understanding relates to traditional video game enjoyment.  ... 
doi:10.1145/2018556.2018558 fatcat:hc7ytl2p7jcijasem7d4wecrty

Declarative processing for computer games

Walker White, Benjamin Sowell, Johannes Gehrke, Alan Demers
2008 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games - Sandbox '08  
We introduce the state-effect pattern, a design pattern that allows game developers to design parts of their game declaratively.  ...  In this paper we demonstrate how declarative processing can be applied to computer games.  ...  Intuitively, effects represent actions that a game object can perform either on itself or on other objects.  ... 
doi:10.1145/1401843.1401847 fatcat:nvtnbbmtzvhvnc53hbfsl7nhpa

User centered game design

Yolanda A. Rankin, McKenzie McNeal, Marcus W. Shute, Bruce Gooch
2008 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games - Sandbox '08  
interactions in the virtual space of video games.  ...  Because transfer of learning represents the primary goal of serious games, it is crucial that game designers understand the interactions associated with game tasks and their impact on players prior to  ...  Acknowledgements We would like to acknowledge John Nordlinger for suggesting the idea that video games could function as language learning tools and orchestrating a strategic meeting with John Smedley  ... 
doi:10.1145/1401843.1401851 fatcat:7wdwcq4xdncsdcxfotd46y2sdy

Game design principles for engaging cooperative play

Zachary O. Toups, Andruid Kerne, William Hamilton
2009 Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games - Sandbox '09  
We design core mechanics for gathering, integrating, and sharing information, based on team coordination practices of fire emergency responders.  ...  Mechanics and interfaces combine into a non-mimetic simulation game, which eschews fire and smoke, in favor of re-creating information flows and team structures.  ...  Acknowledgements We are grateful for the support of Fire Chief Cary Roccaforte in providing his expertise in FER work practice and shaping the game designs.  ... 
doi:10.1145/1581073.1581085 fatcat:67hond2vzbgexc3mceu5hidwuu

Using semiotic grammars for the rapid design of evolving video game mechanics

Erik Henry Vick, Rudy McDaniel, Stephen Jacobs
2010 Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10  
We first provide a brief introduction to video game literacy, a key method of semiotic analysis, and examples of the new approach by looking at its application in the design of Real-Time Strategy (RTS)  ...  and First-Person Shooter (FPS) games.  ...  Gee [2005] maintained that video games exist in multiple semiotic domains due to the distinctive nature of video game genres.  ... 
doi:10.1145/1836135.1836139 fatcat:xcandoymy5cjbheogn4w6ohp7a

Exergame effectiveness

Anthony Whitehead, Hannah Johnston, Nicole Nixon, Jo Welch
2010 Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10  
Exergaming is a term used to describe video games that provide encouragement to exercise, particularly for an audience that may be reluctant to engage in the more traditional forms of exercise.  ...  entary Video Game [SVG].  ...  Study Results SNAP significantly outperformed both the Wii and the sedentary video game.  ... 
doi:10.1145/1836135.1836144 fatcat:thfh7ltibjfhtazjjffxzrf6kq

Views from atop the fence

Ben Medler
2008 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games - Sandbox '08  
This paper concludes that current games have not explored all of the possible neutral mechanics and suggests ways for game developers to incorporate these missing mechanics into games.  ...  Games are play with conflict. However, players rarely get the chance to explore gameplay besides open conflict.  ...  The author argues that two game mechanics are missing, or at least under-represented, on the spectrum.  ... 
doi:10.1145/1401843.1401860 fatcat:ajx5dqxzmbfinhp4dgoscitwlu

Vibraudio pose

Emiko Charbonneau, Charles E. Hughes, Joseph J. LaViola
2010 Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10  
Current video games operate on the assumption of the player continuously facing the screen, which limits the possibilities in fullbody gaming.  ...  Using commodity game controllers to capture fullbody poses, we investigate player performance and experience in 3D video games using positive and negative reinforcement along audio, vibration and visual  ...  horror video games [Perron 2004 ].  ... 
doi:10.1145/1836135.1836147 fatcat:ytniut3uubh4xkpyoagd26ts6e

Cardboard semiotics

Rudy McDaniel, Erik Henry Vick, Stephen Jacobs, Peter Telep
2009 Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games - Sandbox '09  
Next, we propose a theoretical basis for our work using a simple three act narrative structure and explore some basic concepts from narrative game design.  ...  Borrowing from the participatory design work in the early 1990s, we suggest a means for adapting and extending this work based on the implicit participation of gamers' immediate-level stories (i.e., the  ...  In addition, Buchanan has been researching and promoting a hybrid of cardboard computing in a digital sandbox that he calls "Game Sketching" [Buchanan et al. 2007 ].  ... 
doi:10.1145/1581073.1581087 fatcat:nkkkc5wdijc4vobblphrm5zgl4
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