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The Effects of Adaptive Synchronization on Performance and Experience in Gameplay

Benjamin Watson, Ajinkya Gavane, Rachit Shrivastava
2019 Eurographics State of the Art Reports  
This research is a first experimental examination of the effects of Async on the experience of dedicated (but not professional) gamers.  ...  GPU and display manufacturers therefore introduced adaptive synchronization (Async), which allows displays to adaptively synchronize to GPUs, avoiding rendering stalls and improving frame rate mean and  ...  It may be that Async aids in learning and speeds adaptation to new gaming environments. Effects on gaming experience were more complex.  ... 
doi:10.2312/egp.20191048 fatcat:adum6wkchneifi4zep4biuofm4

Distributed Pervasive Worlds: The Case of Exergames

Teemu Henrikki Laine, Carolina Islas Sedano
2015 Educational Technology & Society  
players' perceptions with distributed gameplay, (iii) an analysis of development challenges, and (iv) four dimensions of distribution in Running Othello.  ...  These results are useful scholars and developers interested in the concept of pervasive worlds.  ...  This research was supported by the New Faculty Research Fund at Ajou University (2012).  ... 
dblp:journals/ets/LaineS15 fatcat:dywm3ptbovfovhqygzapgos73m

Digital game-based learning of information literacy: Effects of gameplay modes on university students' learning performance, motivation, self-efficacy and flow experiences

Di Zou, Ruofei Zhang, Haoran Xie, Fu Lee Wang
2021 Australasian Journal of Educational Technology  
The results indicated statistically significant effects of the gameplay modes on the students' learning performance, motivation, self-efficacy and flow experiences.  ...  In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and  ...  Acknowledgements Di Zou's work in this research has been supported by the Internal Research Grant (RG15/20-21R), The Education University of Hong Kong.  ... 
doi:10.14742/ajet.6682 fatcat:r2it2g7klvddfo2y3vpfu62cjy

A Time Rewind System for Multiplayer Games

Hesam Rahimi, Saurabh Ratti, Ali Asghar Nazari Shirehjini, Shervin Shirmohammadi
2013 Lecture Notes on Software Engineering  
Manipulating the logical flow of events adds a completely new dimension and unpredictability to gameplay.  ...  In this paper, we propose a game engine architecture that achieves the concept of time rewind for networked multiplayer games, explaining our design choices and showing with a proof-of-concept game that  ...  Our test results show that in both synchronized and unsynchronized gameplay, the use of time rewind always has a positive effect on players' performance.  ... 
doi:10.7763/lnse.2013.v1.81 fatcat:a7hwxirq7ngevecjkc2vfsqx4e

Open Player Modeling: Empowering Players through Data Transparency [article]

Jichen Zhu, Magy Seif El-Nasr
2021 arXiv   pre-print
In this paper, we synthesize existing work from the Intelligent User Interface and Learning Science research communities, where they started to investigate the potential of making such data and models  ...  We conclude the paper with a case study and discuss the potential value of this approach.  ...  Acknowledgement This work is supported by the National Science Foundation (NSF) under Grant #1917855. The authors would like to thank all past and current members of the project.  ... 
arXiv:2110.05810v1 fatcat:mu624pgw5rd3va5lc7vuq7zlju

The Synchretic Network: Linking Music, Narrative, and Emotion in the Video Game Journey

Ivan Mouraviev
2017 Nota bene  
In the 2012 video game Journey, music is an important component of the playing experience.  ...  This is followed by an analysis of a personal experience of Journey using the synchretic network to understand how the game's music performs narrative functions.  ...  Musical meaning is contingent on the narrativity of synchronous visuals and that of the player's (or viewer's) emotions, allowing music to perform narrative functions.  ... 
doi:10.5206/notabene.v10i1.6613 fatcat:sheifppwhfhktjtk6cychbkxxy

Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design

Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy, Blair MacIntyre
2011 Conference of the Digital Games Research Association  
required to maintain and update game state) provides opportunities and support for four other kinds of social interaction, namely, "Reflection on Gameplay" (reacting to and reflecting on gameplay after  ...  As part of our tabletop handheld augmented reality (THAR) games research, in which computer graphics content is rendered and registered on top of the players' view of the physical world, we are motivated  ...  We also thank our participants in the study for sharing their gameplay experience with us.  ... 
dblp:conf/digra/XuBRGM11 fatcat:qsd2yfktybd3naj2mlzxn747d4

Towards Serious Games for Improved BCI [chapter]

Brent J. Lance, Jon Touryan, Yu-Kai Wang, Shao-Wei Lu, Chun-Hsiang Chuang, Peter Khooshabeh, Paul Sajda, Amar Marathe, Tzyy-Ping Jung, Chin-Teng Lin, Kaleb McDowell
2016 Handbook of Digital Games and Entertainment Technologies  
For example, if the goal is to study the effects of changes in states such as fatigue on BCI performance, then one key problem that can arise is that of performance saturation.  ...  As a side effect of the gameplay, in GWAP the player performs key tasks which cannot be automated but that are required to solve research questions (von Ahn 2006) .  ... 
doi:10.1007/978-981-4560-50-4_4 fatcat:fcnsqewpwneptetedk5g7scpo4

Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (Preprint)

Polona Caserman, Katrin Hoffmann, Philipp Müller, Marcel Schaub, Katharina Straßburg, Josef Wiemeyer, Regina Bruder, Stefan Göbel
2020 JMIR Serious Games  
The fundamental goal of our research is to identify important factors of serious games and to adapt the existing principles and requirements from game-related literature to effective and attractive serious  ...  Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies.  ...  Acknowledgments This work has been funded by the European Union (IWB-EFRE-Program Hessen) and the Hessian Ministry of Economics, Energy, Transport and Housing (Digitales Hessen) as part of the Wissens-und  ... 
doi:10.2196/19037 pmid:32706669 fatcat:j5bcnsmykrbfnlbssxtrjozua4

Modulation of Physiological Responses and Activity Levels during Exergame Experiences

John Edison Munoz Cardona, Monica S. Cameirao, Teresa Paulino, Sergi Bermudez i Badia, Elvio Rubio
2016 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)  
Our results bring new insights on the usefulness of psychophysiological methods to sustain exercising motivation and personalizing gameplay to the individual needs of users in Exergaming experiences.  ...  To investigate the role of physiological computing in those aspects, we employed a repeated measures design exploring changes in physiological responses caused by the gaming and exercising components of  ...  To do that, we carried out an experiment using a custom made Exergame, allowing the synchronous recording of users' behavior and responses with the game parameters, aiming to perform a causality analysis  ... 
doi:10.1109/vs-games.2016.7590353 dblp:conf/vsgames/CardonaCPBR16 fatcat:5t32j63wxbdbfoa6jsmejcvjwq

An evaluation of the impact of game genre on user experience in cloud gaming

Peter Quax, Anastasiia Beznosyk, Wouter Vanmontfort, Robin Marx, Wim Lamotte
2013 2013 IEEE International Games Innovation Conference (IGIC)  
While in normal networked games, only multiplayer experiences are subject to the detrimental effect of delay, the nature of cloud gaming may result in an impact on singleplayer experiences as well.  ...  This technology is successfully applied by vendors to enable low-end hardware to deliver a similar gameplay experience to state of the art consoles.  ...  ACKNOWLEDGMENT This work is part of the PIM Omega Project, funded by IWT Flanders. Thanks go out to the other partners in the project : Visual Impact, Androme, Neopica and GriN.  ... 
doi:10.1109/igic.2013.6659141 dblp:conf/gamesem/QuaxBVML13 fatcat:tqkq4bo6pzg7zadnhzgawtvxxe

RTSenv: An experimental environment for real-time strategy games

Siqi Shen, Otto Visser, Alexandru Iosup
2011 2011 10th Annual Workshop on Network and Systems Support for Games  
RTSenv leverages multi-cluster systems and reactive fault tolerance mechanisms to perform robust, multi-machine, and multi-instance game experiments.  ...  Our environment can configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios.  ...  To avoid interference effects, when possible each game instance is allocated a single node of DAS-4; for example, when experiments do not focus on the network performance of the game.  ... 
doi:10.1109/netgames.2011.6080981 dblp:conf/netgames/ShenVI11 fatcat:6dzn6x5a35fvdol3f4wases4su

Seamless integration of game and learning using modeling and simulation

Dennis Maciuszek, Martina Weicht, Alke Martens
2012 Proceedings Title: Proceedings of the 2012 Winter Simulation Conference (WSC)  
The first step is to construct a framework for developing game-based (and also non-game-based) learning systems, which is based on fundamentals of Intelligent Tutoring System construction and on a full-fledged  ...  We show the viability of our approach in two case studies -a racing game that can be used to learn geographical facts, and a game about marine science in which school students learn about the interrelations  ...  We thank the Modeling and Simulation group at the University of Rostock who provide the James II system, especially Jan Himmelspach who has been involved in conceiving JaBISim all the way and who co-supervised  ... 
doi:10.1109/wsc.2012.6465234 dblp:conf/wsc/MaciuszekWM12 fatcat:5tuojzb4ineylb2ovpznfaxco4

Enhancing player experience in MMORPGs with mobile features

Elina M. I. Koivisto, Christian Wenninger
2005 Conference of the Digital Games Research Association  
In this paper, we explore how current Massively Multi-player Online Role-Playing Games (MMORPGs) can use mobile features for enhancing player experience and increasing pervasiveness of these games.  ...  We identify six different categories of how this can be done, and review our findings with MMORPG players and developers.  ...  ACKNOWLEDGEMENTS We would like to thank our colleagues and IPerG consortium partners for providing insight and support.  ... 
dblp:conf/digra/KoivistoW05 fatcat:sjjqazh7mngvnbvjmotol7wwta

Adaptation in Affective Video Games: A Literature Review

Boyan Bontchev
2016 Cybernetics and Information Technologies  
Based on this comparison, we summarized future directions in research, design and evaluation of video games with affective adaption.  ...  Next, the article provides a comparative analysis of affect-based adaptation methods and techniques applied in 14 adaptive video games developed in last ten years.  ...  In the same work, the feedback based on anxiety was found to be more effective than that one based on performance in regard of an immersive and challenging gameplay.  ... 
doi:10.1515/cait-2016-0032 fatcat:5kxqetuey5anfixcmqh6bmr7iu
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