Toward a Digital Companion to Monitor a Mixed Reality Game

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH
Bonnat Catherine, Eric Sanchez
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引用次数: 1

Abstract

The game orchestration by the game master during a game-based learning session requires to (1) collect data from player interactions, (2) visualize indicators built with this data, (3) take decisions regarding the monitoring of the activity and (4) interact with players. The complexity of this monitoring increases with mixed-reality games due to the multiplicity of possible interactions with tangible and digital game elements. This article deals with playing analytics and the design of a digital companion to help a game master to orchestrate Geome, a mixed-reality game dedicated to museum school visits. The prototype is the result of a co-design process between researchers, practitioners, and computer scientists. This work allowed us to (1) define the interactions established during the use of the game that should be traced for the game master and (2) test the prototype with 3 classes (12-15 years old). We found that, while the players play the game as intended using most of the features, the game master makes little use of his dashboard and doesn’t interact with players through the dedicated interface.
迈向监控混合现实游戏的数字伴侣
在基于游戏的学习过程中,游戏管理员的游戏编排需要(1)从玩家互动中收集数据,(2)利用这些数据构建可视化指标,(3)就监控活动做出决定,(4)与玩家互动。在混合现实游戏中,由于与有形和数字游戏元素的可能交互的多样性,这种监测的复杂性增加了。本文将讨论游戏分析和数字伴侣的设计,以帮助游戏管理员编排Geome,这是一款致力于博物馆学校参观的混合现实游戏。原型是研究人员、实践者和计算机科学家共同设计过程的结果。这项工作使我们能够(1)定义在游戏使用过程中建立的互动,应该为游戏管理员进行追踪;(2)用3个类别(12-15岁)测试原型。我们发现,当玩家使用大多数功能玩游戏时,游戏管理员很少使用仪表盘,也不会通过专用界面与玩家互动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
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