2013 IEEE International Games Innovation Conference (IGIC)最新文献

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A serious game designed for senior high school students chemistry study 一款专为高中生化学学习设计的严肃游戏
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659124
Linlin Shui
{"title":"A serious game designed for senior high school students chemistry study","authors":"Linlin Shui","doi":"10.1109/IGIC.2013.6659124","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659124","url":null,"abstract":"This paper presents a computer-aided learning software for senior high school students to study chemistry while playing games. Students can collect chemical equations, necessary reactants and experiment devices in the game world and carry out chemical experiments under step-by-step instructions in the virtual lab. The game system not only provides students an immersive context to learning by playing, but also a virtual space to implement chemical experiments with fancy visual effects and without physical danger.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124805175","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}
引用次数: 5
REAPSG: Work safety and health games for construction sector REAPSG:建筑行业的工作安全和健康游戏
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659140
Peter Leong, V. Goh
{"title":"REAPSG: Work safety and health games for construction sector","authors":"Peter Leong, V. Goh","doi":"10.1109/IGIC.2013.6659140","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659140","url":null,"abstract":"Games-based learning can increase the effectiveness of adult learning in various vocational domains such as Work Safety and Health (WSH). However, one of the key challenges in deploying games-based learning in a larger scale is the high costs of games development. Games development often requires specialized programming skills, and also content expertise from academic specialists. Our Rapid, Easy Authoring Platform for Serious Games (REAPSG) enables lecturers and trainers to create the games-based learning content on their own without the need for specialized programming skills.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"745 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122962908","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}
引用次数: 3
Methodology for playtesting serious games A case study using a mixed method approach 使用混合方法的案例研究
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659130
M. Quinn, C. Symborski, Meg Barton, James Korris, Travis Falstad, Stephani Granato
{"title":"Methodology for playtesting serious games A case study using a mixed method approach","authors":"M. Quinn, C. Symborski, Meg Barton, James Korris, Travis Falstad, Stephani Granato","doi":"10.1109/IGIC.2013.6659130","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659130","url":null,"abstract":"This paper describes a case study using a mixed method approach to playtesting a serious computer game designed to identify and mitigate cognitive bias. This approach incorporated in-depth data collection through the use of recordings of the screen and voice of the player while testing, a detailed survey, and a follow-up focus group. The data collection methodology served to provide detailed feedback from playtesters that was analyzed and used to make continuous and timely changes to the game.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126584196","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}
引用次数: 4
“We require more vespene gas” Learning about social conflict in computer games and simulations 学习电脑游戏和模拟中的社会冲突
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659133
Eduardo Marisca, L. Zhong
{"title":"“We require more vespene gas” Learning about social conflict in computer games and simulations","authors":"Eduardo Marisca, L. Zhong","doi":"10.1109/IGIC.2013.6659133","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659133","url":null,"abstract":"This paper explores how computer games and simulations can be used to stimulate the understanding of social and cultural conflicts as something inherently complex, and of various stakeholders' positions as contingent and contextual. We perform a close reading of a sample of games to discuss how they depict conflicts through simulations. Based on that, we extract a series of principles that can be helpful both to orient the design of games aimed at facilitating learning from conflict, and to facilitate the discussion and analysis of games by highlighting their strategies in depicting conflict.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"193 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115727146","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}
引用次数: 0
The effect of camera perspective and session duration on training decision making in a serious video game 摄像机视角和训练时间对严肃电子游戏训练决策的影响
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659170
Elizabeth S. Veinott, James Leonard, E. Papautsky, B. Perelman, A. Stankovic, Jared Lorince, Jared M. Hotaling, Travis L. Ross, P. Todd, Edward Castronova, J. Busemeyer, C. Hale, R. Catrambone, E. Whitaker, Olivia Fox, J. Flach, R. Hoffman
{"title":"The effect of camera perspective and session duration on training decision making in a serious video game","authors":"Elizabeth S. Veinott, James Leonard, E. Papautsky, B. Perelman, A. Stankovic, Jared Lorince, Jared M. Hotaling, Travis L. Ross, P. Todd, Edward Castronova, J. Busemeyer, C. Hale, R. Catrambone, E. Whitaker, Olivia Fox, J. Flach, R. Hoffman","doi":"10.1109/IGIC.2013.6659170","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659170","url":null,"abstract":"In this paper, we examine the effects of three video game variables: camera perspective (1st person versus 3rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant's learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant's ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121846873","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}
引用次数: 16
Game Architecture for teaching-learning process: An application on an undergraduate course 教学过程中的游戏架构:在本科课程中的应用
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659168
Heber F. Amaral, José L. Braga, Aziz Galvão
{"title":"Game Architecture for teaching-learning process: An application on an undergraduate course","authors":"Heber F. Amaral, José L. Braga, Aziz Galvão","doi":"10.1109/IGIC.2013.6659168","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659168","url":null,"abstract":"Educational games are important tools to assist the process of teaching and learning as they allow simulating concepts in a virtual environment and foster collaboration and communication among students. The rural management education is a subject where you can explore games as teaching tools due to their complexity. This article proposes an educational game architecture for constructing games aimed at helping teachers in their tasks. We also describe an experience of developing a game about rural management using the proposed architecture.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"232 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133363891","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}
引用次数: 1
Do I need a body to encourage you? The effect of embodiment on social facilitation 我需要一个人来鼓励你吗?具身化对社会促进的影响
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659155
Mei Si
{"title":"Do I need a body to encourage you? The effect of embodiment on social facilitation","authors":"Mei Si","doi":"10.1109/IGIC.2013.6659155","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659155","url":null,"abstract":"Social facilitation refers to the phenomenon that the presence of others can improve one's performance in simple tasks. This work investigates whether/how we can achieve the same effect using virtual characters. In particular, we want to study the difference among using a digital character, a cognitive robot, and a real person to achieve this effect. We also want to investigate the importance of feeling being evaluated for social facilitation to take place.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117300530","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}
引用次数: 1
Feature analysis of computer-game to make learning process pleasant 电脑游戏的特点分析,使学习过程愉快
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659144
Toyohide Watanabe
{"title":"Feature analysis of computer-game to make learning process pleasant","authors":"Toyohide Watanabe","doi":"10.1109/IGIC.2013.6659144","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659144","url":null,"abstract":"Computer-supported learning environments have been equipped in a wide range, and advanced e-Learning systems are available. However, it is not easy to promote more effectual learning activities even if the systems and/or environments were sufficiently developed. The paradigm that learners study actively with their motivations should be naturally applicable to such advanced environments. In this paper, we focus on how to realize pleasant learning for learners. Our approach is to first analyze the engaging features in the computer-games, second compare the learning process with the computer-games by the analyzed engaging features, and then find out the means which makes learners satisfy with pleasure in the learning process.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133016656","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}
引用次数: 3
A mixed-methods evaluation of nonverbal communication in collaborative video games 协作电子游戏中非语言交流的混合评估方法
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659127
Aaron May, Amber Choo, Carman Neustaedter, A. Antle
{"title":"A mixed-methods evaluation of nonverbal communication in collaborative video games","authors":"Aaron May, Amber Choo, Carman Neustaedter, A. Antle","doi":"10.1109/IGIC.2013.6659127","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659127","url":null,"abstract":"In order to explore the benefits of communication in complex settings such as work and home environments, it is important to have a firm understanding of how communication operates in a relatively controllable system, such as video games. This paper aims to evaluate the impact of nonverbal communication on success during collaborative gameplay using both qualitative observations of and quantitative gameplay data from players of the custom-designed application TeamWyrm. In so doing, it encourages a discussion of nonverbal communication's role in gameplay, the forms of nonverbal communication displayed during gameplay, and how the availability of nonverbal communication affects player performance.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121859025","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}
引用次数: 1
The People-Game-Play model for understanding videogames' impact on wellbeing 理解电子游戏对幸福感影响的人-游戏-游戏模型
2013 IEEE International Games Innovation Conference (IGIC) Pub Date : 2013-09-23 DOI: 10.1109/IGIC.2013.6659143
Daniel M. Johnson, Peta Wyeth, P. Sweetser
{"title":"The People-Game-Play model for understanding videogames' impact on wellbeing","authors":"Daniel M. Johnson, Peta Wyeth, P. Sweetser","doi":"10.1109/IGIC.2013.6659143","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659143","url":null,"abstract":"Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122041070","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}
引用次数: 20
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