Daniel Nyström, Alexander T. Nalbandian, Matthias S. Reichenbach, Brian O'Keefe
{"title":"From exercise to socialize: Improving peer relationships in the fitness center","authors":"Daniel Nyström, Alexander T. Nalbandian, Matthias S. Reichenbach, Brian O'Keefe","doi":"10.1109/IGIC.2012.6329842","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329842","url":null,"abstract":"Increasingly, research and design into multiplayer games and social interaction amongst remote and local game participants is becoming a consistent topic in game design and HCI [4]. After six months of ethnographic investigation, empirical study and developing prototypes, we have designed and developed a novel solution in the fitness and social interaction domains. In this paper we introduce \"Calorie Cruncher\", an interactive game in a fitness center, designed to instigate social interactions in the gym. In this paper we [i] discuss the results of our ethnographic study and highlight the problem space [ii] illustrate our design process after six months of research, design, and development [iii] evaluate our results from the Wizard of Oz usability test while we look at multi user engagement. Our evaluation indicated three major findings: the Calorie Cruncher game was liked by all participants, there are two sub-populations of fitness center attendees: the unsocial and social gym-goers, and the Calorie Cruncher provides a good common ground for social interaction through competition.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127471779","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":"The effects of ambient motion speed on player performance in video games","authors":"Dinara Moura, L. Bartram, M. S. El-Nasr","doi":"10.1109/IGIC.2012.6329858","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329858","url":null,"abstract":"With the advancements in computer graphics, moving objects and animations have been widely applied to several interactive software including productive tools and video games. Examples of moving objects in games are movement of grass, simulation of weather, fireflies or other visual effects; we refer to those moving objects as ambient motion. They create the atmosphere (i.e. sensorial qualities) of the game and they are often used to engage and/or inform the users. Interestingly, little is known about motion beyond its pre-attentive properties and specific emotions that it may evoke. To date, there is little empirical evidence of the influence of ambient motion on players' performance or gameplay in 3D games. In this paper we present a study in which participants played a game in one of three conditions. Each condition presented fireflies moving at different speeds. Our results suggest that the speed of ambient motion may influence the number of mistakes that players make while jumping platforms, especially if the players are new to games. However, due to constrained sample size, more experiments need to be conducted in order to generalize this finding.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115538171","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":"RESTful Massively Multi-user Virtual Environments: A feasibility study","authors":"C. Lopes, Thomas Debeauvais, Arthur Valadares","doi":"10.1109/IGIC.2012.6329833","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329833","url":null,"abstract":"The increased bandwidth made available to consumers in the past decade has enabled the spread of Massively Multi-user Virtual Environments (MMVEs). MMVEs require fast and frequent updates to be delivered to a considerable number of users. To address these difficult requirements, developers resort to network architectures tightly coupling clients and servers. While providing a good enough quality of experience, these architectures often compromise scalability and fault tolerance, and limit the design of user interactions and gameplay. To gain scalability and fault tolerance back, we investigate the possibility of developing MMVEs using the REST principles. Our theoretical and experimental results show that MMVEs can be built in a REST style, providing that new data management systems are developed.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133948176","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":"A course on the design and development of serious games and virtual simulations","authors":"B. Kapralos","doi":"10.1109/IGIC.2012.6329837","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329837","url":null,"abstract":"Serious games, that is, the use of video games for education and training purposes, are becoming widespread in a variety of application domains from business management to surgical skills acquisition. With traditional “entertainment games”, game designers are primarily concerned with creating an engaging gameplay experience that will keep the players playing the game; to improve gameplay and engagement, they are free to modify the design throughout the entire design of the game and development process. However, serious games designers must strictly adhere to the content/knowledge base while ensuring that their end product is not only fun and engaging, but is also an effective teaching tool thus requiring knowledge in instructional design. Here, details regarding a course on serious games and virtual simulations that emphasized the importance of instructional design are provided. The course was offered at both the undergraduate and graduate levels.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133506972","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":"Studying the past by playing the future","authors":"Christopher A. Egert, E. Goins, Andrew M. Phelps","doi":"10.1109/IGIC.2012.6329855","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329855","url":null,"abstract":"An emerging area of game design and development relates to the creation of interactive games and experiences for museums and cultural centers. Such games often have competing design goals and challenges as game designers endeavor to create rich and engaging experiences, educators attempt to create appropriate learning outcomes for artifacts and other tangible objects, and museum personnel strive to create experiences that complement and do not overshadow the physical experience of visiting their space. The reality of such design is that different stakeholders, designers, and developers must come together to tell an appropriate story around an artifact or tangible object without losing track of the entertainment and educational value of the experience. This paper describes an innovative course developed between a game design and development program and a museum studies program to develop interactive game experiences for museum spaces. In particular, the paper will examine the curricular design of the experience as well as lessons learned and deliverables from the course.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"541 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124265061","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":"The Hidden: The potential and pitfalls of augmented reality on the Nintendo DSi and 3DS","authors":"Emilie T. Saulnier, Elizabeth McLaren","doi":"10.1109/IGIC.2012.6329844","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329844","url":null,"abstract":"We present a case study of “The Hidden”, an AR game first developed for the Nintendo DSi (DSi), a platform with no motion sensors, no Global Positioning System (GPS), and limited camera capability, before its transfer to the Nintendo 3DS (3DS). This game design challenge was a microcosm that highlights some of the successful strategies and pitfalls of any AR game, even those on platforms with far better support for blending real and virtual world experiences.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124800568","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":"Video games as a medium for software education","authors":"B. Marques, S.P. Levitt, K. Nixon","doi":"10.1109/IGIC.2012.6329850","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329850","url":null,"abstract":"Educational video games may be used as a medium for software visualisation and visual programming to provide highly enjoyable, self-motivating and inquiry-based pedagogical tools. An educational game has been developed and tested on university-level students in three iterations. Players are required to solve puzzles by programming the solutions; the game introduces syntax, conditional statements and logical operators. An integrated analytics system is used to store the time taken, the number of lines of code, and players' solutions to each level. Qualitative feedback indicates that the tool is very easy to learn because of the help system and user interface. A software quiz was administered before and after participants played the game. When tested on 14 applied computing students (who had formal exposure to programming), there was no increase in the average grade. In a group of 32 electrical engineering students (who had no exposure to programming at university), the game helped about 60% of participants increase their grade, by an average of 11%.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"2013 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128220148","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":"Linking in-game events and entities to social data on the Web","authors":"Owen Sacco, Maciej Dabrowski, J. Breslin","doi":"10.1109/IGIC.2012.6329847","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329847","url":null,"abstract":"The Web of Data is an emerging term used to describe a recent trend for publishing and interlinking previously disconnected datasets on the Web in order to make them more valuable and useful as a whole. In the world of gaming, a parallel issue exists in that there are many different types of games, player profiles and web-based discussion systems for gamers that remain disconnected from each other due to a lack of standardised methods for expressing gaming entities and events. In this paper, we describe an approach to link entities in-game and gamer profiles to items on the Web, and vice versa, that exploits Semantic Web technologies. Previous work focused on client-side capturing of gamer information for online profiles, and in the reverse direction, creating game content from open data on the Web. Other work has tackled how community requirements can assist in altering games and providing updated content for gamers. Our work proposes a more generally-applicable solution that would provide for a set of terms commonly found in games to be used on the Web, and to list suitable Web information sources (e.g. Wikia games wikis) that could be used to enhance in-game play. This work will extends previous efforts to create games ontologies, resulting in a more structured RDF games ontology describing game types, features, events and character profiles. We describe how our ontology could be linked to existing Semantic Web vocabularies for describing social data on the Web, including Friend of a Friend (FOAF) and Semantically Interlinked Online Communities (SIOC).","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128872806","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":"The game of Life Science self-directed learning in a middle school classroom","authors":"Gerald Ardito","doi":"10.1109/IGIC.2012.6329848","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329848","url":null,"abstract":"A state-mandated 8th grade Life Science curriculum reconfigured as a set of self-directed learning experiences. Throughout the year of the program, students demonstrated high levels of engagement and participation. Additionally, they began to relate to this set of self-directed learning experiences as an open-ended, multi-player game.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131136922","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":"Integration of mobile game development into introductory CS courses: Lessons learned","authors":"S. Kurkovsky","doi":"10.1109/IGIC.2012.6329832","DOIUrl":"https://doi.org/10.1109/IGIC.2012.6329832","url":null,"abstract":"Computer games are widely used to improve student motivation and engagement in Computer Science courses. The process of design and implementation of a playable game, however, is a challenging task and is best accomplished in upper-level courses. Mobile games, on the other hand, are simpler and, thus, easier to program for students in lower-level courses. By exposing these students to a breadth of advanced topics in computing, we can also demonstrate that CS reaches far beyond coding. This paper describes our evaluation of several learning modules designed for introductory CS courses that use mobile game development as a learning context aimed to boost student motivation and engagement with the course material.","PeriodicalId":219262,"journal":{"name":"2012 IEEE International Games Innovation Conference","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131718154","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}