{"title":"Is Serious Games Design Political? The Competing Logics When Using a Game Engine","authors":"Edouard Pignot","doi":"10.1109/VS-GAMES.2013.6624234","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624234","url":null,"abstract":"this poster looks at how game engines silently incorporate ideologico-affective features, showing that technology, far from being value-free, is also politically and fantasmatically constructed, and this is especially important in the context of gamification, which involves a new vision of enjoyment and education.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123825235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Claudia Ribeiro, T. Antunes, Micaela Monteiro, J. Pereira
{"title":"Serious Games in Formal Medical Education: An Experimental Study","authors":"Claudia Ribeiro, T. Antunes, Micaela Monteiro, J. Pereira","doi":"10.1109/VS-GAMES.2013.6624240","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624240","url":null,"abstract":"Medical knowledge has increased exponentially in the last decades. Healthcare professionals face a life- time challenge in medical education right from the beginning of medical school. They experience serious difficulties to keep updated. Traditional adult education, largely used in medical training, shows little effectiveness. Problem-based-learning has been proposed as a student-centred pedagogy to overcome failure of traditional medical instruction. A more recent trend is related to the use of serious games. Although, there are still few examples of serious games for medical education, the increased interest shown in the latest years shows that this is an important area and with a lot of potential to explore. In this paper we present the serious game Critical Transport, targeted at medical students with the aim to teach and train the recommendations for the transport of critically ill patients. This game was designed and validated with physicians of an academic hospital and tested during a formal class.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114942556","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Serious Game Design: Motivating Students through a Balance of Fun and Learning","authors":"Christopher Franzwa, Ying Tang, Aaron Johnson","doi":"10.1109/VS-GAMES.2013.6624239","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624239","url":null,"abstract":"Stagnating growth in our educational systems has piqued interests in alternative teaching methods such as the inclusion of \"serious games\" into curricula. In response to those needs, a series of educational games have been developed in accordance with pre-engineering programs such as Project Lead the Way (PLTW). The focus of development is in creating an engaging, educational environment by balancing fun and learning whilst meeting the standards of commercial-level games. In this paper, we present methods, and the implementation of those methods, for serious game design that accommodates the integration of game mechanics with learning. The focuses on narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system without compromising the entertainment or education aspects of a game are presented. Student-based evaluations of the game realism and the utility and usability of the learning tools in promoting students' interests and learning are also presented based on game deployment in both in- and out-of- school settings","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125641472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. Dunwell, Petros Lameras, Kam Star, S. Freitas, M. Hendrix, S. Arnab
{"title":"MeTycoon: A game-based approach to career guidance","authors":"I. Dunwell, Petros Lameras, Kam Star, S. Freitas, M. Hendrix, S. Arnab","doi":"10.1109/VS-GAMES.2013.6624237","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624237","url":null,"abstract":"Understanding the relationship between immediate decisions and long-term career prospects is a vital skill in a job market which is becoming increasingly globalised, competitive and dynamic. The application of digital technologies and multimedia to career-guidance offers the potential to go beyond the confines of the classroom and provide a depth of insight into career decisions and their consequences in interactive and engaging forms. This paper reports on an approach which uses a serious game as an approach to career guidance incorporating game-based elements such as character development and decision-making alongside a visual and user-centric approach to fostering engagement. Deployed online and targeted evaluation questionnaires at a UK audience, the developed 'MeTycoon' game provides both direct access to learners and other resources encouraging its use in blended contexts by teachers and career support professionals. Analysis of the game uptake and user engagement reveal encouraging levels of user engagement with the game's website generating 38,097 visits and 408,247 views of career videos embedded within the game. An online survey of players (n=91) with closed and semi-structured questions provides some insight into players' perspective, demonstrating MeTycoon's approach, in which pedagogic elements such as informational videos are closely integrated into the game's mechanics were perceived as an intuitive method for facilitating learning.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116066619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Engaging Engineering Students with Gamification","authors":"Gabriel Barata, S. Gama, J. Jorge, D. Gonçalves","doi":"10.1109/VS-GAMES.2013.6624228","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624228","url":null,"abstract":"Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non- game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, such as improving their physical condition, working more, or learning something new. This paper describes an experiment in which game-like elements were used to improve the delivery of a Master's level College course, including scoring, levels, leaderboards, challenges and badges. To assess how gamification impacted the learning experience, we compare the gamified course to its non-gamified version from the previous year, using different performance measures. We also assessed student satisfaction as compared to other regular courses in the same academic context. Results were very encouraging, showing significant increases ranging from lecture attendance to online participation, proactive behaviors and perusing the course reference materials. Moreover, students considered the gamified instance to be more motivating, interesting and easier to learn as compared to other courses. We finalize by discussing the implications of these results on the design of future gamified learning experiences.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"174 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123568748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Converting Sedentary Games to Exergames: A Case Study with a Car Racing Game","authors":"Rongkai Guo, J. Quarles","doi":"10.1109/VS-GAMES.2013.6624225","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624225","url":null,"abstract":"One of the major challenges in designing exercise games (exergames) is maintaining engagement and motivation over time. Previous research has shown that games can increase the motivation exercise. However, these games are typically developed with limited set of specific exercises in mind, which limits genre choices, and potentially long term motivation. To address this critical issue, we are interested in employing any exercise as an interface to common, existing, sedentary games, such as a car racing game. Specifically, in this paper, we aim to take initial steps toward this goal. As a proof of concept, we developed 2 exercised based interfaces for a car racing game - a game genre minimally used for exergames. We present the evaluation of our novel exercise interfaces to the racing game, and offer general guidelines for converting common classes of sedentary games to exergames.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128589558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Marketing Tourism via Electronic Games: Understanding the Motivation of Tourist Players","authors":"Feifei Xu, Feng Tian, Dimitrios Buhalis, J. Weber","doi":"10.1109/VS-GAMES.2013.6624235","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624235","url":null,"abstract":"Marketing tourism via games is a new phenomenon. This research uses a qualitative method to explore the motivation of tourist players. Through content analysis of the focus group results, it identifies five reasons to play a tourism game on holiday, namely, curiosity; exploration; socialization; fun and fantasy experience; and challenge and achievement. Suggestions to tourism marketing are drawn based on the findings.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115224545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Antsworld - a Tangible Interface for an Interactive Ant Foraging Simulator","authors":"Muharrem Yildirim, David Tinapple","doi":"10.1109/VS-GAMES.2013.6624221","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624221","url":null,"abstract":"Emergent order in complex dynamic systems is a concept that is both important to a wide variety of fields of science and difficult to understand and teach. Recent advancements in interactive and tangible interfaces point towards the possibility of new tools which can help with both the analysis and simulation of complex systems, while also making the systems dynamics more approachable and easier to understand for students. This paper describes an experimental tangible interactive interface designed to make the complex and emergent behavior of ant colony foraging more understandable. We present the system design, its interactive capabilities, and discuss evaluation methods for further studies.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115674460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Green Gang Vs. Captain Carbon. Integration of Automated Data Collection and Ecological Footprint Feedback in a Smartphone-Based Social Game for Carbon Saving","authors":"S. Seebauer, M. Berger, K. Kettl, Markus Moser","doi":"10.1109/VS-GAMES.2013.6624232","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624232","url":null,"abstract":"The serious game \"Green Gang vs. Captain Carbon\" aims to promote pro-environmental information and action. We present the game design in regards to user interface, automated data collection on everyday trips and household electricity consumption, and on ecological footprint calculation. We report the results of a pilot test with power users in Austria.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121067221","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An initial study to assess the perceived realism of agent crowd behaviour in a virtual city","authors":"S. O’Connor, F. Liarokapis, Christopher E. Peters","doi":"10.1109/VS-GAMES.2013.6624220","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624220","url":null,"abstract":"This paper examines the development of a crowd simulation in a virtual city, and a perceptual experiment to identify features of behaviour which can be linked to perceived realism. This research is expected to feedback into the development processes of simulating inhabited locations, by identifying the key features which need to be implemented to achieve more perceptually realistic crowd behaviour. The perceptual experimentation methodologies presented can be adapted and potentially utilised to test other types of crowd simulation, for application within computer games or more specific simulations such as for urban planning or health and safety purposes.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124751801","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}