Proceedings of the 15th International Conference on the Foundations of Digital Games最新文献

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Learning Binary Search Trees through Serious Games based on Analogies 通过基于类比的严肃游戏学习二叉搜索树
Alberto Rojas-Salazar, M. Haahr
{"title":"Learning Binary Search Trees through Serious Games based on Analogies","authors":"Alberto Rojas-Salazar, M. Haahr","doi":"10.1145/3402942.3402999","DOIUrl":"https://doi.org/10.1145/3402942.3402999","url":null,"abstract":"Data structures and algorithms are core topics in Computer Science, and they are essential for the development of efficient software. However, data structures and algorithmic concepts are abstract and difficult to relate to previous knowledge. From a constructivist point of view, it is important that new experiences and information link to previous knowledge in order to create new knowledge. This paper presents work-in-progress on the development and evaluation of a serious game for teaching Binary Search Trees (BST) called DS-Hacker (Data Structure Hacker). DS-Hacker aims to introduce BST concepts to college students by means of relating well-known game elements with BST concepts.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"16 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":"126458608","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
Making the Player the Detective 让玩家成为侦探
B. Larsen, Henrik Schoenau-Fog
{"title":"Making the Player the Detective","authors":"B. Larsen, Henrik Schoenau-Fog","doi":"10.1145/3402942.3402969","DOIUrl":"https://doi.org/10.1145/3402942.3402969","url":null,"abstract":"Detective stories in games have long been a heavily used inspiration source and setting for games, and it is indeed a fitting genre at first glance with its clearly defined set of expectations, rules, and type of storytelling relying on uncovering the past. It is curious then, that until recently, most detective games have followed a more traditional adventure game structure, with little emphasis on actual investigation in the player’s actions, but where the player more acts as a proxy for the plot to follow its course. However, in recent years, a number of games have shown a tendency to shift this balance, and push the bulk of the detective work onto the players themselves, to leave them with an inscrutable mystery to slowly uncover over the course of the game, to decipher the story of the crime in their mind. This paper will investigate a few of these games as well as compare with literature on traditional detective stories to understand how detective games have typically been a different type of detective story all together, which is crucial to understanding how we can make the player the detective instead of an observer of a detective.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"34 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":"131370196","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
We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions 我们不是按照自己的想法玩游戏,而是按照自己的想法玩游戏:游戏内行为的心理影响证据
Barrett R. Anderson, C. R. Karzmark, Noah Wardrip-Fruin
{"title":"We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions","authors":"Barrett R. Anderson, C. R. Karzmark, Noah Wardrip-Fruin","doi":"10.1145/3402942.3402967","DOIUrl":"https://doi.org/10.1145/3402942.3402967","url":null,"abstract":"Games are able to convey meaning that influences players’ beliefs and attitudes via their mechanics (aka “procedural rhetoric”), but recent work suggests that this is likely to be effective only when combined with traditional ways of conveying meaning (e.g., music, imagery, narrative, etc.). To investigate the specific component of rhetorical influence that comes from game mechanics, we constructed a city management strategy game that allowed us to independently vary narrative framing and game rules. We found that players perceived this game to be making an argument, but that player interpretations of this argument and the game’s influence on their attitudes were not necessarily consistent with our intended message. When players had the option to make policy choices within the game, their decisions appeared to be driven more by what game mechanics rewarded rather than by their real-world policy preferences. However, the actions that they took within the game did predict changes in those policy preferences after play. This was true only when the narrative framing of the game matched the real world policy context. This implies that procedural rhetoric is most effective when supported by other ways of conveying meaning, and that understanding the psychological impact of game mechanics requires paying attention to the moment to moment choices that players make within a game.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"243 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":"131899650","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: 2
Scheherazade’s Tavern: A Prototype For Deeper NPC Interactions 《Scheherazade’s Tavern》:深度NPC互动的原型
Rehaf Aljammaz, Elisabeth Oliver, E. Whitehead, Michael Mateas
{"title":"Scheherazade’s Tavern: A Prototype For Deeper NPC Interactions","authors":"Rehaf Aljammaz, Elisabeth Oliver, E. Whitehead, Michael Mateas","doi":"10.1145/3402942.3402984","DOIUrl":"https://doi.org/10.1145/3402942.3402984","url":null,"abstract":"In many games, NPC-player interactions play a vital role in gameplay. Previous literature has successfully shown how NPC interaction focused on social simulation is an effective means for creating dynamic characters such as in the games Prom Week and Versu. We believe that social simulation is a key element in the creation of complex characters, which is further aided by natural language interaction and knowledge modeling. In this work, we propose an architecture for player-NPC interactions built on top of the Ensemble engine that additionally incorporates chatbots and knowledge modeling technology, with the objective of making craftable and interesting NPCs more easily authorable.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"228 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":"115602148","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
All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design 《三合一:通过三合一游戏设计评估学生设计的游戏
G. M. Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, G. Puttick, C. Harteveld
{"title":"All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design","authors":"G. M. Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, G. Puttick, C. Harteveld","doi":"10.1145/3402942.3403010","DOIUrl":"https://doi.org/10.1145/3402942.3403010","url":null,"abstract":"Game design is emerging in contemporary education, especially in constructionist curricula for student-centered and discovery learning. While previous work focused on assessing how complementary skills (e.g., computational thinking) develop through game design, few have attempted to assess the very games designed by students. Here, we show preliminary results on using the Triadic Game Design (TGD) model to assess the elements that may constitute a ”balanced” student-designed game in the context of constructionist learning. Our results show that TGD is viable to carry out such assessment. We conclude by discussing the limitations of our approach and propose directions for future work.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"181 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":"124746195","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: 2
Boardgames and Computational Thinking: how to identify games with potential to support CT in the classroom 桌游与计算思维:如何在课堂上识别有潜力支持CT的游戏
Marco Scirea, A. Valente
{"title":"Boardgames and Computational Thinking: how to identify games with potential to support CT in the classroom","authors":"Marco Scirea, A. Valente","doi":"10.1145/3402942.3409616","DOIUrl":"https://doi.org/10.1145/3402942.3409616","url":null,"abstract":"Boardgames exist that explicitly address Computational Thinking (CT for short) concepts and practices. Some are actual games, while others are more akin to gamified learning activities. And since CT has been formalized only recently, many existing boardgames unknowingly might support aspects of CT. To help educators and game practitioners navigate this complex landscape, we analyze a selected sample of analog games, and propose to categorize their features with respect to CT concepts and practices. The main contribution of this paper is a novel way to identify potential CT-relevant games, that leverages on the authors’ experience with digital and analog games, playful and game-based learning. Although limited, this approach appears promising and practical for CT teachers and game designers interested in adapting existing games to the classroom or developing better CT-supporting boardgames.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"70 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":"122665299","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 (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels 视觉小说学习之路:视觉小说教学策略分类
Janelynn Camingue, Edward F. Melcer, Elín Carstensdóttir
{"title":"A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels","authors":"Janelynn Camingue, Edward F. Melcer, Elín Carstensdóttir","doi":"10.1145/3402942.3403004","DOIUrl":"https://doi.org/10.1145/3402942.3403004","url":null,"abstract":"Interactive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains relatively unexplored. To better understand this space, a study was conducted that focused on one sub-genre of interactive narrative, Visual Novels. Specifically, in this paper we conducted a survey of thirty-one existing educational Visual Novels, analyzing design elements that fostered learning and delivered educational content. The resulting taxonomy consists of five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3) Teaching Through Mini-games, 4) Teaching Through Exploration and 5) Non-interactive Teaching. These dimensions demonstrate that there are a number of design considerations for supporting learning through Visual Novels. This work has implications for designers of educational games by classifying the different designs a Visual Novel can employ to teach—ultimately informing how to better present educational subject matter in interactive narrative games.","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":"129372393","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: 19
Opponent-Pruning Paranoid Search 对手-修剪偏执搜索
Hendrik Baier, M. Kaisers
{"title":"Opponent-Pruning Paranoid Search","authors":"Hendrik Baier, M. Kaisers","doi":"10.1145/3402942.3402957","DOIUrl":"https://doi.org/10.1145/3402942.3402957","url":null,"abstract":"This paper proposes a new search algorithm for fully observable, deterministic multiplayer games: Opponent-Pruning Paranoid Search (OPPS). OPPS is a generalization of a state-of-the-art technique for this class of games, Best-Reply Search (BRS+). Just like BRS+, it allows for Alpha-Beta style pruning through the paranoid assumption, and both deepens the tree and reduces the pessimism of the paranoid assumption through pruning of opponent moves. However, it introduces three parameters that allow for more fine-grained control over the resulting search. Empirically, we show the effectiveness of OPPS in Chinese Checkers variants with three, four, and six players, where it outperforms its special case BRS+ as well as classic maxn and Paranoid search. We conclude that OPPS opens a promising research direction for search in multiplayer board and video games, and beyond.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"6 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":"128496280","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
Encoding Socio-Historical Exegesis as Social Physics Predicates 作为社会物理学谓词的社会历史注释编码
Daniel DeKerlegand, B. Samuel, Jeffrey Leichman
{"title":"Encoding Socio-Historical Exegesis as Social Physics Predicates","authors":"Daniel DeKerlegand, B. Samuel, Jeffrey Leichman","doi":"10.1145/3402942.3409608","DOIUrl":"https://doi.org/10.1145/3402942.3409608","url":null,"abstract":"This paper concerns developments in social physics rule and schema authoring made as part of the ongoing VESPACE project, a multinational research effort in developing a social physics driven virtual reality experience set in eighteenth-century France. Central to the theoretical application of social physics in this socio-historical context is the concept of citation as AI– that is, the historically-grounded reconstruction of human behavior represented by cited schemata, rules, and actions. In order to facilitate the authoring of domain-specific rules for the Ensemble social physics engine by history and cultural studies experts, we endeavored to develop a new collaborative authoring tool, which we tested in a series of workshops. The results of these workshops revealed various domain needs, as well as the shortcomings of representing data structures using one-to-one correspondences in UX/UI design.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"20 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":"124793114","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
Designing a Senior Friendly Interface for a Personalized 3D Narrative Simulation 为个性化3D叙事模拟设计高级友好界面
N. Szilas, Kasper Ingdahl Andkjær, Laurens Kemp, Arnaud Ricci, Tessa Dadema, H. Nap, Frédéric Ehrler
{"title":"Designing a Senior Friendly Interface for a Personalized 3D Narrative Simulation","authors":"N. Szilas, Kasper Ingdahl Andkjær, Laurens Kemp, Arnaud Ricci, Tessa Dadema, H. Nap, Frédéric Ehrler","doi":"10.1145/3402942.3403023","DOIUrl":"https://doi.org/10.1145/3402942.3403023","url":null,"abstract":"Caring for people with Alzheimer disease can be demanding. As an attempt to help caregivers to improve their interaction with people with Alzheimer disease, we are developing a personalized simulation allowing caregivers to practice problematic situations they encounter in their daily life. The strong level of personalization and the large number of interaction choices make it challenging to design interaction mechanisms that are usable for targeted end-users. After several stages of design and evaluation, we propose an interface that supports the strong dynamic interaction during the game, it is integrated into the 3D environment and is simple to be used even by players with limited computer skills.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"103 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":"127074682","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
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