{"title":"Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard)","authors":"M. Consalvo, Andrew M. Phelps","doi":"10.1145/3402942.3402990","DOIUrl":"https://doi.org/10.1145/3402942.3402990","url":null,"abstract":"There are multiple courses in higher education today that expose students to elements of game studies, development, design, and associated research methods, but far fewer explore using games directly as a method for research creation. There are emerging themes in the field around curricular efforts that consider the role of games as a method to (1) advance research (broadly defined) through the act of making games; (2) use games as tools for doing research; and (3) creatively present research topics and findings through games. This paper presents a post-mortem analysis of two courses that were designed, developed, and offered to graduate students at separate universities with these topics in mind, describing their success, failure, and lessons learned. One of these universities is largely focused on doctoral students in game studies, while the other is focused on MFA students in game design, and both offer game-centric MA programs, and also opened these courses to other graduate students in related fields. By examining the design, development, and evaluation of these courses as a comparative case study, the authors provide a practical narrative of best practice in the emerging area of games as research creation tools and associated curriculum.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128773850","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 Independent Mode: A Functionalist Account of Independent Games and Game History","authors":"Jesper Juul","doi":"10.1145/3402942.3409787","DOIUrl":"https://doi.org/10.1145/3402942.3409787","url":null,"abstract":"Which is more important: the business of games, the design of a game, or the way players play a game? Unfortunately, we face the problem that our answers tend to depend on our disciplinary background. As an example, what kind of thing are independent video games? Do independent video games even exist, or is “independent” just a vague label applied to a range of unrelated games? Is independence a financial arrangement or a style? In fact, we can ask similar questions about labels commonly employed to distinguish games: casual, hypercasual, core, mobile, AAA, live games. Taking a cue from film studies, this paper argues for seeing independent games – and other game types - as modes of game practice: as specific historical arrangements of production methods, design conventions, distribution, business, and reception practices (i.e. ways of playing). This approach has several advantages over previous work: It does not privilege any given perspective on independent games, and it allows us to think more broadly about how a game type consists of many interlocking parts, where minute design decisions serve concrete functions in the business and cultural context around them. The paper exemplifies this through an analysis of how the playing practices encouraged by the design of independent video games also support the cultural context around independent games. Finally, the paper extends this to a more general view of game history as a gradual shift of modes.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130300181","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":"Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments","authors":"Andrea Junker, G. Palamas","doi":"10.1145/3402942.3402995","DOIUrl":"https://doi.org/10.1145/3402942.3402995","url":null,"abstract":"Creating realistic physically-based systems such as weather, water, or light for digital environments (DEs) is an important topic in computer graphics. This paper describes a method utilizing compute shaders to implement dynamic manipulation of meshes to realistically simulate how loosely packed snow, or other transformable surfaces, behave when it is stepped on or otherwise manipulated by objects or agents in a VE. Additional features of the method include accumulation over time, wind direction, and other phenomena that serve to facilitating the simulation. Conditions of the environment were tested using physically-based reinforcement learning (RL) agents walking and running around the VE, leaving behind trails in the snow, to assess computational efficiency and robustness. Results show that the system is robust and computationally efficient running at +30 frames per second (FPS) with up to 100 agents under various conditions. Visual inspection of imagery which was captured during the tests also indicates possibilities in creating larger areas in which the snow has been altered in realistic human-like patterns.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121427669","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":"Collaborative Agent Gameplay in the Pandemic Board Game","authors":"Konstantinos Sfikas, Antonios Liapis","doi":"10.1145/3402942.3402943","DOIUrl":"https://doi.org/10.1145/3402942.3402943","url":null,"abstract":"While artificial intelligence has been applied to control players’ decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all players coordinate to overcome challenges posed by events occurring during the game’s progression. This paper proposes an artificial agent which controls all players’ actions and balances chances of winning versus risk of losing in this highly stochastic environment. The agent applies a Rolling Horizon Evolutionary Algorithm on an abstraction of the game-state that lowers the branching factor and simulates the game’s stochasticity. Results show that the proposed algorithm can find winning strategies more consistently in different games of varying difficulty. The impact of a number of state evaluation metrics is explored, balancing between optimistic strategies that favor winning and pessimistic strategies that guard against losing.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114721672","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. Sarr, Georgios N. Yannakakis, Antonios Liapis, A. Bah, C. Cambier
{"title":"Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers","authors":"J. A. Sarr, Georgios N. Yannakakis, Antonios Liapis, A. Bah, C. Cambier","doi":"10.1145/3402942.3403030","DOIUrl":"https://doi.org/10.1145/3402942.3403030","url":null,"abstract":"Learning to read and write is a fundamental right and a necessary skill for the personal, cultural, and economic development of people and their societies. However, children of developing countries, such as sub-Saharan areas, are currently at a greater risk of illiteracy. The current penetration of mobile technologies and the internet in sub-Saharan rural areas, however, offers a unique opportunity for tackling the challenge of literacy at a large scale. Motivated by the current shortage of preschool teachers for training handwriting in a personalised manner, this paper discusses the design of Djehuty, an educational gamified environment for preschoolers. Djehuty is equipped with an artificial intelligence module which generates a style of handwriting and suggests handwriting paths to the child in a mixed-initiative manner. The paper presents the key elements of the game prototype.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124317533","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":"KryptonEyed: Playing with Gaze Without Looking","authors":"Argenis Ramirez Gomez, Hans-Werner Gellersen","doi":"10.1145/3402942.3403017","DOIUrl":"https://doi.org/10.1145/3402942.3403017","url":null,"abstract":"As eye-tracking technologies become more affordable, the number of mainstream gaze-enabled games increases. These allow triggering in-game actions when the eyes focus on objects and locations of interest. Such gaze interactions follow the interaction paradigm ”what you look at is what you get”. We challenge this use of gaze interaction and propose to play without looking - with the eyes closed. We designed the game prototype KryptonEyed to introduce closing the eyes for eyes-only game control. Players are required to close their eyes and perform eye movements behind the eyelids before opening them to aim the teleportation of the main character. The game contains three levels integrating the proposed gaze mechanic in distinct game scenarios. These explore different challenges in their game dynamics and interaction metaphors to use the technique in various contexts of play.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124539008","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}
M. G. Maureira, I. Kniestedt, Sandra M. Dingli, D. Farrugia, B. Marklund
{"title":"CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets","authors":"M. G. Maureira, I. Kniestedt, Sandra M. Dingli, D. Farrugia, B. Marklund","doi":"10.1145/3402942.3403003","DOIUrl":"https://doi.org/10.1145/3402942.3403003","url":null,"abstract":"Research has found that successful game-based learning (GBL) is dependent on several factors, e.g. students, parents, teachers and educational setting. Nevertheless, many existing GBL solutions primarily consider the student. Similarly, they focus on imparting and assessing content-specific knowledge rather than encouraging students to become intrinsically motivated learners. This paper presents CURIO, an educational game kit that involves teachers as ‘game masters’. It encourages inquisitive mindsets in students and helps to structure discussions when introducing a new topic in class. It informs the teacher of students’ pre-existing knowledge so that they can better shape upcoming classes to their needs. A pilot study with a class of 25 primary school students and their homeroom teacher evaluated a prototype of CURIO. The paper concludes with guidelines learned from creating and testing CURIO that can help with the development of tools for teachers using the same design philosophy.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130114586","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}
Anjum Matin, Mardel Maduro, Rogerio de Leon Pereira, O. Savard
{"title":"Effect of Timer, Top Score and Leaderboard on Performance and Motivation in a Human Computing Game","authors":"Anjum Matin, Mardel Maduro, Rogerio de Leon Pereira, O. Savard","doi":"10.1145/3402942.3403000","DOIUrl":"https://doi.org/10.1145/3402942.3403000","url":null,"abstract":"The development of human computing games requires the implementation of different game mechanics to make them challenging, interesting and motivating. These mechanics are often borrowed from popular video games, but their outcomes on the quality of solutions obtained and player motivation are not fully understood. We analyze the effect of showing a timer, an achievable (top) score and a live leaderboard on players’ scores, puzzle completion time and motivation using different versions of a human computing game. We show that presenting a top score on a puzzle results in better solutions, but at the expense of completion time, whereas the presence of a timer has the opposite outcome. As for the live leaderboard, we have observed an almost significant interaction effect with the timer. This work offers guidance for human computing game developers about what to expect from these different game mechanics, and how players react to them.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129409384","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 Review of Game Research Methodologies","authors":"D. Angeli, E. O'Neill","doi":"10.1145/3402942.3402970","DOIUrl":"https://doi.org/10.1145/3402942.3402970","url":null,"abstract":"The field of game research is still very young. As such, unlike many research fields, it lacks an established or widely accepted set of methods and techniques. Methods are often taken from other fields while new tools tailored specifically to games are still emerging. We used a conceptual content analysis approach to review the methodology of papers published from 2013 to 2018 in four major publication venues related to game research: CHI Play, the Digital Games Research Association conference, the International Conference on the Foundations of Digital Games, and the Games and Culture journal. We searched the papers to find all occurrences of words or phrases related to methods, tools or participants. The process was iterative as new keywords were found and informed subsequent searches. For instance, the names of specific questionnaires used by game researchers were found while searching for survey. Our findings offer an overview of the methods, tools and recruitment strategies currently used for game research. Through this review, we aim to contribute to the development of a set of well defined and commonly understood methods for game research.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130748715","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":"Computational Thinking through Design Patterns in Video Games","authors":"Giulio Barbero, M. G. Maureira, F. Hermans","doi":"10.1145/3402942.3409622","DOIUrl":"https://doi.org/10.1145/3402942.3409622","url":null,"abstract":"Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres and mechanisms between video games, or too narrow, selecting tools that were specifically designed for educational purposes. In this paper we propose a more fundamental approach, defining beneficial connections between individual design patterns present in video games and computational thinking skills. We argue that video games have the capacity to elicit these skills and even to potentially train them. This could be an effective method to solidify a conceptual base which would make programming education more effective.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131290483","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}