Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823827
B. Schutter, V. Abeele
{"title":"Designing meaningful play within the psycho-social context of older adults","authors":"B. Schutter, V. Abeele","doi":"10.1145/1823818.1823827","DOIUrl":"https://doi.org/10.1145/1823818.1823827","url":null,"abstract":"In this paper we report on a qualitative study, investigating the meaning of digital games in the lives of older adults. Using a combination of semi-structured interviews and observations (n=35) we research the meaning of digital games from a lifespan perspective, and explore the specific role of playing digital games in a social setting. We conclude that the meaning of these games is derived from the extent to which games are perceived to 1) foster connectedness, 2) cultivate oneself and others, and 3) contribute to society. Finally, we use these findings to formulate design guidelines to facilitate digital gaming experiences that are meaningful with regards to the psychosocial context of this specific demographic.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134293797","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823820
Hannu Korhonen
{"title":"Comparison of playtesting and expert review methods in mobile game evaluation","authors":"Hannu Korhonen","doi":"10.1145/1823818.1823820","DOIUrl":"https://doi.org/10.1145/1823818.1823820","url":null,"abstract":"Selecting an evaluation method for product evaluations depends on many issues, such as the development stage of the product, time schedule, resources, and money that can be invested on the evaluation. The user testing and expert review methods are probably the most common ones when productivity software is being evaluated. Conducting a playtesting with players is commonly used by game designers, but the expert review method has not received that much attention, although it has proven to be an efficient and useful method. In this paper, we present a comparison study of the playtesting and expert review methods in mobile game evaluation. Our objective is to compare the effectiveness of the expert review method with playtesting. Results indicate that the expert review method is able to identify playability problems as accurately as playtesting, but in addition, it identifies problems that are crucial for the playability of the game.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125485577","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823833
Robin Potanin
{"title":"Forces in play: the business and culture of videogame production","authors":"Robin Potanin","doi":"10.1145/1823818.1823833","DOIUrl":"https://doi.org/10.1145/1823818.1823833","url":null,"abstract":"This paper is a cultural analysis of the business of videogame production, the industry's personalities, its development practices and market influences. It is a critique of the 'I' methodology of game design and its influence on game content, especially characterization. It provides insight into the impact of US publishers and markets on Australian game development 2004--2009. Results of related studies and literature are reviewed and supplemented with anecdotal reports to construct a picture of the current forces in play in videogame production. While it may be fun to play games, it is often far from fun to make them.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124814194","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823821
A. Lucero, Juha Arrasvuori
{"title":"PLEX Cards: a source of inspiration when designing for playfulness","authors":"A. Lucero, Juha Arrasvuori","doi":"10.1145/1823818.1823821","DOIUrl":"https://doi.org/10.1145/1823818.1823821","url":null,"abstract":"Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. In this paper we introduce the design and evaluation of the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in three design cases. The results show that the PLEX Cards are a valuable source of inspiration when designing for playfulness and the techniques help create a large amount of ideas in a short time.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127738207","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823836
Juha Tiensyrjä, T. Ojala, Toni Hakanen, O. Salmi
{"title":"panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network","authors":"Juha Tiensyrjä, T. Ojala, Toni Hakanen, O. Salmi","doi":"10.1145/1823818.1823836","DOIUrl":"https://doi.org/10.1145/1823818.1823836","url":null,"abstract":"We present the design, implementation and evaluation of a novel pervasive location-aware multiplayer game. In the game teams of players try to score points by conquering the real-world access points of a large municipal wireless network. The game is implemented as a web service so that playing the game does not require any dedicated game software or hardware, but a general purpose WLAN device such as a laptop or a smart phone equipped with a web browser is sufficient. The game was empirically evaluated with a four-week long tournament involving 96 players in 31 teams. The players found pervasiveness, location-awareness, social interaction and addictivity as the best parts of the game. The main finding of our study is that location-awareness combined with a rather modest level of pervasiveness can go a long way in creating engaging gaming experiences.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"23 22","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113973286","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823831
Joyce L. D. Neys, J. Jansz, E. Tan
{"title":"To persevere is to save the world: exploring expertise in gaming","authors":"Joyce L. D. Neys, J. Jansz, E. Tan","doi":"10.1145/1823818.1823831","DOIUrl":"https://doi.org/10.1145/1823818.1823831","url":null,"abstract":"This paper applies a psychological theory of motivation (Self-determination theory) to gamer motivation and persistence. By comparing three different expertise groups (casual gamers, heavy gamers, hardcore gamers) we found that the more experienced gamers not surprisingly exhibit the highest levels of persistence, need satisfaction and motivation, where intrinsic motivation is more important than extrinsic motivation. A similar structure is found for the less experienced gamers, even if their general levels of need fulfillment and motivation are lower. When comparing the motivational structure of the three groups with use of structural equation modeling we found that the difference between the more and less experienced gamers becomes more apparent. While casual and heavy gamers exhibit identical structures in their motivational mechanism, hardcore gamers differ significantly regarding the importance of relatedness when trying to explain their heightened levels of persistence.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133316613","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823823
Pedro M. N. Martins, J. Mccann
{"title":"ajME: making game engines autonomic","authors":"Pedro M. N. Martins, J. Mccann","doi":"10.1145/1823818.1823823","DOIUrl":"https://doi.org/10.1145/1823818.1823823","url":null,"abstract":"Autonomic Computing is now showing its value as a solution to the increased complexities of maintaining computer systems and has been applied to many different fields. In this paper, we demonstrate how a gaming application can benefit from autonomic principles. Currently, minimal adaptivity has been used in games and is typically manifested as bespoke mechanisms that cannot be shared, extended, reused etc. In this paper we show the advantages of Autonomic Computing in terms of not only improved performance, but also show that decoupling adaptivity mechanisms from the managed game can be done efficiently whilst improving its software engineering.\u0000 To this end we implement and evaluate a proof of concept architecture using the popular Java game engine jMonkeyEngine and in doing so produce autonomic extensions for the jMonkeyEngine (namely ajME). We show that this framework enables easy adoption of autonomic computing in games created using this games engine but also how this relates to other engines. We conclude that autonomic computing in gaming is viable (i.e. performance is improved while leaving the game quality minimally changed), has advantages over other approaches from a software engineering point of view and all with a minimal overhead. We then discuss the difficulties that are still present in the implementation of autonomic gaming systems, and suggest some further work that could be done in order to improve this area.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129180739","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}
Fun and GamesPub Date : 2008-10-20DOI: 10.1007/978-3-540-88322-7_10
S. Shahid, E. Krahmer, M. Swerts
{"title":"Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures","authors":"S. Shahid, E. Krahmer, M. Swerts","doi":"10.1007/978-3-540-88322-7_10","DOIUrl":"https://doi.org/10.1007/978-3-540-88322-7_10","url":null,"abstract":"","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129213896","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}
Fun and GamesPub Date : 2008-10-20DOI: 10.1007/978-3-540-88322-7_7
Stéphane Magnenat, Basilio Noris, F. Mondada
{"title":"Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming","authors":"Stéphane Magnenat, Basilio Noris, F. Mondada","doi":"10.1007/978-3-540-88322-7_7","DOIUrl":"https://doi.org/10.1007/978-3-540-88322-7_7","url":null,"abstract":"","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"602 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123203193","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}
Fun and GamesPub Date : 2008-10-20DOI: 10.1007/978-3-540-88322-7_3
Hannu Korhonen, Hannamari Saarenpää, Janne Paavilainen
{"title":"Pervasive Mobile Games - A New Mindset for Players and Developers","authors":"Hannu Korhonen, Hannamari Saarenpää, Janne Paavilainen","doi":"10.1007/978-3-540-88322-7_3","DOIUrl":"https://doi.org/10.1007/978-3-540-88322-7_3","url":null,"abstract":"","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133013125","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}