{"title":"Self-Organisation in Games, Games on Self-Organisation","authors":"S. Mammen","doi":"10.1109/VS-GAMES.2016.7590361","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590361","url":null,"abstract":"In this paper, we shed light on the phenomenon of self- organisation in the context of computer games. Self- organisation is an important concept that intersperses a broad range of real-world domains-from economy over ecology, the built infrastructure, distributed technologies to the life sciences. Yet, self-organisation is often hard to recognise and especially hard to control. Computer games can amend this problem by training players to cope with self-organising systems interactively. Here, they can continuously interact with self-organising systems, explore them without jeopardy and gain foundational insights in their dynamics. We present several examples of commercial titles that integrate aspects of self-organisation as well as several academically motivated games that explicitly build on top of it. We further propose a taxonomy on the use of self- organisation in gaming contexts and we conclude with an outlook on potential future works in this direction.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114476380","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":"Eppur Si Muove - Considerations in the Research of Commercial Video Games","authors":"C. Díaz, Birgit Dorner, H. Hussmann, J. Strijbos","doi":"10.1109/VS-GAMES.2016.7590346","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590346","url":null,"abstract":"The present paper is the documentation, description, and reflection about the challenges of research on the development of cognitive abilities with commercial (off-the-shelf) video games, particularly in psychology and education. This paper documents specific problems derived from the nature of commercial video games. Finally, some thoughts on how to conduct research on commercial games and cognitive skills are shared.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123439346","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}
Sherif H Ismail, Slim Abdennadher, Wael Abouelsaadat
{"title":"Rules on Wheels: A Serious Game for Teaching Traffic Signs","authors":"Sherif H Ismail, Slim Abdennadher, Wael Abouelsaadat","doi":"10.1109/VS-GAMES.2016.7590360","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590360","url":null,"abstract":"Serious games are games that do not only entertain but also target solving real world problems. Despite the fact that serious games can be entertaining, the primary purpose behind a serious game, among other things, is to educate the user. In this paper, we report on the design, implementation and evaluation of a serious game for learning traffic laws. In Egypt, road accidents are a major cause of casualties and injury. Rules on Wheels is a game developed to enhance the traffic law knowledge of its players through a fun and engaging experience. A formal experiment has been conducted to evaluate the effectiveness of the game in teaching traffic signs. Results show that the game outperforms conventional methods, in both effectiveness and engagement. Thus, Rules on Wheels can successfully improve the traffic law knowledge of the general population. Moreover, since it is an engaging game, it could be the motivational factor needed for Egyptians to learn about traffic laws.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121842031","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":"Open Device Lab: An Analysis of Available Devices in the Gaming Market.","authors":"R. P. Godinho, Ruth S. Contreras Espinosa","doi":"10.1109/VS-GAMES.2016.7590356","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590356","url":null,"abstract":"Device Lab is a worldwide network of laboratories providing a community pool of internet connected devices. Quality assurance across real devices is needed to solve device-specific problems. The community proposal is to enable anyone a free-to-use lab to test their work. Building on the gaming market categories we carried out an analysis of community devices that can serve this market to evaluate their potential for collaboration. Our findings indicate that the majority of devices can serve the mobile game segment. An important alternative to resolve device-specific problems and improve gaming experience.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126336272","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}
Simon Kerler, Johannes K. Vilsmeier, Sarah Edenhofer, S. Mammen
{"title":"Pheromander: Real-Time Strategy with Digital Pheromones","authors":"Simon Kerler, Johannes K. Vilsmeier, Sarah Edenhofer, S. Mammen","doi":"10.1109/VS-GAMES.2016.7590357","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590357","url":null,"abstract":"Human-swarm interaction is a recent research topic on how human operators can support a swarm of semiautonomous agents fulfilling certain tasks, like foraging or combat missions. In this paper, a serious game simulating a swarm of 50-250 ant-like agents is presented which have to collect resources and fight enemies. Digital pheromones (virtual chemical signals that diffuse over time) are used for their indirect communication. A mouse-based human-swarm interface is presented which allows players to interact with its agents by placing pheromones by clicking on the map. Wrapping the interface into a game allowed to develop and test it without requiring actual swarm hardware, to engage and motivate the user as well as to provide objective usability measures (e.g. awarding points for collected resources). The goal of the game is to convey the functioning of pheromone based swarms (e.g. temporal and spatial emergence) and to train players in using the human-swarm interface efficiently. Being a complex topic, the visualisation of the simulation and the GUI have been designed with usability and user experience in mind. A user study has been performed to evaluate the effectiveness of the simulation as well as usability and user experience. The results revealed that the users efficiency increased over time, proving that the presented pheromone based interface can be used to instruct swarms, and its usage can be conveyed by the presented application.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"64 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132736892","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}
J. A. Piedra-Fernandez, J. J. Ojeda-Castelo, C. Bernal-Bravo, Luis Iribarne-Martinez
{"title":"Sign Communication for People with Disabilities Using Kinect Technology at Home","authors":"J. A. Piedra-Fernandez, J. J. Ojeda-Castelo, C. Bernal-Bravo, Luis Iribarne-Martinez","doi":"10.1109/VS-GAMES.2016.7590363","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590363","url":null,"abstract":"Communication with other people and their environment, is an essential skill for people with special needs. In this study we present a communicator which interprets a series of commands by means of corporal expressions. These body expressions are learned by a gesture recognition system according to the requirements and disability of the user. Each of the commands adapt themselves to daily tasks. The system learn gestures and associates them with concrete actions that the user wants to do or needs at that moment.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131974079","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}
Ines Ayed, Adel Ghazel, Antoni Jaume-i-Capó, Biel Moyà Alcover, J. Varona, Pau Martínez-Bueso
{"title":"Fall Prevention Serious Games for Elderly People Using RGBD Devices","authors":"Ines Ayed, Adel Ghazel, Antoni Jaume-i-Capó, Biel Moyà Alcover, J. Varona, Pau Martínez-Bueso","doi":"10.1109/VS-GAMES.2016.7590349","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590349","url":null,"abstract":"Falls are a serious problem among older adults. Many research studies have reported that risk falls can be minimized with exercising and physical activity. This paper proposes two prototype games that include tasks for balance and postural control for elderly people. It can be integrated in rehabilitation programs in both clinics and home settings. The physiotherapist has preliminarly validated the proposed games and a clinical trial to determine their effectiveness is planned as a further work.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115274506","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}
Oscar García, J. Serra, Judith Membrives, Juan Jose Juarez
{"title":"Waypass: A Gamified Self-Knowledge Quest for Teenagers","authors":"Oscar García, J. Serra, Judith Membrives, Juan Jose Juarez","doi":"10.1109/VS-GAMES.2016.7590380","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590380","url":null,"abstract":"Teenagers need some guidance in order to decide the itinerary that best suits their competences and professional interests. They need to be aware of their abilities, a fundamental knowledge to have a successful access to the labour market. This short paper presents the preliminary results of an edutainment platform, Waypass, a gamified tool conceived to guide and empower young people during their vocational development process, as well as to get help from careers advisers and to share and look-up contents with the latest information. Waypass looks like a game and happens where they like to be. In fact, it works as they do: by challenging and helping them learn by discovery. It is a customer centric approach to educational guidance and social inclusion.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132672438","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":"Analysis of Game and Learning Mechanics According to the Learning Theories","authors":"Azeneth Patiño, Margarida ROMERO, Jean-Nicolas Proulx","doi":"10.1109/VS-GAMES.2016.7590337","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590337","url":null,"abstract":"In digital game based learning (DGBL), game mechanics and learning mechanics define the interactivity possibilities between the player and the game. While game and learning mechanics can facilitate the design and development of DGBL activities, they have not yet been analyzed from the perspective of the learning theories underlying the type of interactions between the player and the game. This study aims to identify learning theories that sustain game and learning mechanics. This micro-level approach is therefore necessary in order to identify the process, results and impacts of game mechanics in DGBL.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"175 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116335696","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}
John Edison Muñoz Cardona, M. Cameirão, T. Paulino, S. Badia, Elvio Rubio
{"title":"Modulation of Physiological Responses and Activity Levels during Exergame Experiences","authors":"John Edison Muñoz Cardona, M. Cameirão, T. Paulino, S. Badia, Elvio Rubio","doi":"10.1109/VS-GAMES.2016.7590353","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590353","url":null,"abstract":"Exergames are exercise-oriented games that offer opportunities to increase motivation for exercising and improving health benefits. However, Exergames need to be adaptive and provide accurate feedback for physiologically correct exercising, sustaining motivation and for better personalized 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 an Exergame intervention. Seventeen older adults (64.5±6.4 years) interacted with a videogame in two modes (Control, Exergaming) in different difficulty levels. Electrocardiography, Electrodermal and Kinematic data were gathered synchronously with game data. Findings show that Exercise intensities and heart rate changes were largely modulated by game difficulty, and positive feedback was more likely to produce arousal responses during Exergaming than negative feedback. A heart rate- variability analysis revealed strong influences of the interaction mode showing that Exergaming has potential to enhance cardiac regulation. 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.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127144196","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}