FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games最新文献

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A Theory-Informed Narrative-Centered Model to Foster AI Literacy and Biomedical Career Interest. 一个以理论为基础的以叙述为中心的模型,培养人工智能素养和生物医学职业兴趣。
Bradford Mott, Jessica Vandenberg, Carlos Penilla, J Renee Navarro, James Lester, Elizabeth Ozer
{"title":"A Theory-Informed Narrative-Centered Model to Foster AI Literacy and Biomedical Career Interest.","authors":"Bradford Mott, Jessica Vandenberg, Carlos Penilla, J Renee Navarro, James Lester, Elizabeth Ozer","doi":"10.1145/3815598.3815638","DOIUrl":"10.1145/3815598.3815638","url":null,"abstract":"<p><p>As artificial intelligence (AI) becomes increasingly central to healthcare and biomedical research, there is a growing need for learning experiences that help students understand AI concepts while envisioning future career pathways. This paper presents a theory-informed narrative-centered model designed to foster AI literacy and support emerging interest in biomedical careers among early adolescents aged 11-14. Grounded in narrative-centered learning and social cognitive theory, the model articulates how narrative structure, role-based engagement, and consequential decision making can support self-efficacy development, conceptual understanding, and interest in AI-enabled biomedical work. Building on this framework, we describe the design of a narrative-centered educational game in which learners assume the role of a medical intern and investigate patient cases using AI diagnostic tools. We then report findings from a pilot study with 25 students who played the game and participated in focus groups, drawing on gameplay trace data, in-game reflections, and qualitative feedback. Findings suggest high engagement, productive use of AI tools, and evidence of increased awareness of biomedical applications of AI, along with indications of perceived understanding of AI concepts. Together, the theoretical model, game design, and pilot findings illustrate how narrative-centered educational games can serve as research platforms while providing insight into how youth reason about AI in career-connected learning contexts.</p>","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"2026 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13502087/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148815150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Lessons Learned from Video Game Players Sorting Genomes 电子游戏玩家分类基因组的经验教训
Rogerio de Leon Pereira, O. Savard
{"title":"Lessons Learned from Video Game Players Sorting Genomes","authors":"Rogerio de Leon Pereira, O. Savard","doi":"10.1145/3582437.3582472","DOIUrl":"https://doi.org/10.1145/3582437.3582472","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"33 1","pages":"37:1-37:11"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76997429","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
Hybrid ludomythologies: Mythanalysis, tradition, and contemporaneity in Death Stranding 混合神话:《死亡搁浅》中的神话分析、传统和当代性
Antonio José Planells De La Maza, Víctor Navarro Remesal
{"title":"Hybrid ludomythologies: Mythanalysis, tradition, and contemporaneity in Death Stranding","authors":"Antonio José Planells De La Maza, Víctor Navarro Remesal","doi":"10.1145/3555858.3555945","DOIUrl":"https://doi.org/10.1145/3555858.3555945","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"53 1","pages":"49:1-49:4"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73037964","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
Genetic Game Criticism 基因游戏批评
Nele Van de Mosselaer
{"title":"Genetic Game Criticism","authors":"Nele Van de Mosselaer","doi":"10.1145/3555858.3555904","DOIUrl":"https://doi.org/10.1145/3555858.3555904","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"5 1","pages":"53:1-53:4"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72917226","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
Refugeoly
Vinny Montag
{"title":"Refugeoly","authors":"Vinny Montag","doi":"10.1145/3402942.3409615","DOIUrl":"https://doi.org/10.1145/3402942.3409615","url":null,"abstract":"Refugeoly is a Serious Game which it main purpose is not just playing for fun but playing to understand a humanitarian crisis. This board game is designed to experience based in real facts the dramatic journey of refugees trying to get into a country that can give them asylum. Playing Refugeoly turns the player into a refugee and becomes conscience of the real circumstances that a refugee has to go through in the journey to safety. Refugeoly has been built into a game with the testimonies of refugees and NGO volunteers in refugee camps of Greece, Turkey, Spain and France and with information from different organisations. This paper aims to explain the design process, the game mechanics, the different tested game formats, the feedback from the general public, academics and students that have played it and it future development.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76488225","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
FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020 FDG '20:数字游戏基础国际会议,马耳他Bugibba, 2020年9月15-18日
{"title":"FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020","authors":"","doi":"10.1145/3402942","DOIUrl":"https://doi.org/10.1145/3402942","url":null,"abstract":"","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"44 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83709119","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: 12
Understanding user needs in videogame moment retrieval 了解用户在视频游戏时刻检索中的需求
Barrett R. Anderson, Adam M. Smith
{"title":"Understanding user needs in videogame moment retrieval","authors":"Barrett R. Anderson, Adam M. Smith","doi":"10.1145/3337722.3337728","DOIUrl":"https://doi.org/10.1145/3337722.3337728","url":null,"abstract":"Videogames are a rich domain for scholarship, and their dynamic content makes them a new and unique challenge for information retrieval (IR). Recent work has made it possible to cite specific moments in a videogame (like pages in a book), but currently finding those moments to cite is laborious because there are no videogame moment search engines. We conducted an in-depth interview study with ten users across a variety of user profiles: developers, educators, speedrunners, scholars, and streamers. From these interviews, we identify the unique needs of each user profile for retrieving moments from videogames. We outline implications for future research in retrieval and design implications for new tools focused on interactive media.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"65 1","pages":"20:1-20:10"},"PeriodicalIF":0.0,"publicationDate":"2019-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74322828","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
Repurposing Citizen Science Games as Software Tools for Professional Scientists. 将公民科学游戏重新用作专业科学家的软件工具。
Seth Cooper, Amy L R Sterling, Robert Kleffner, William M Silversmith, Justin B Siegel
{"title":"Repurposing Citizen Science Games as Software Tools for Professional Scientists.","authors":"Seth Cooper, Amy L R Sterling, Robert Kleffner, William M Silversmith, Justin B Siegel","doi":"10.1145/3235765.3235770","DOIUrl":"10.1145/3235765.3235770","url":null,"abstract":"<p><p>Scientific software is often developed with <i>professional</i> scientists in mind, resulting in complex tools with a steep learning curve. <i>Citizen science games</i>, however, are designed for <i>citizen</i> scientists- members of the general public. These games maintain scientific accuracy while placing design goals such as usability and enjoyment at the forefront. In this paper, we identify an emerging <i>use of</i> <i>game-based technology</i>, in the repurposing of citizen science games to be software tools for professional scientists in their work. We discuss our experience in two such repurposings: Foldit, a protein folding and design game, and Eyewire, a web-based 3D neuron reconstruction game. Based on this experience, we provide evidence that the <i>software artifacts</i> produced for citizen science can be useful for professional scientists, and provide an overview of key design principles we found to be useful in the process of repurposing.</p>","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"2018 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6241531/pdf/nihms-986595.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"36706315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Picard: a creative and social online flashcard learning game Picard:一个创造性和社交在线抽认卡学习游戏
K. Tuite, Timothy Pavlik, S. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, S. Tanimoto
{"title":"Picard: a creative and social online flashcard learning game","authors":"K. Tuite, Timothy Pavlik, S. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, S. Tanimoto","doi":"10.1145/2282338.2282383","DOIUrl":"https://doi.org/10.1145/2282338.2282383","url":null,"abstract":"Many subjects such as languages, history, biology, geography, law, and medicine require the memorization of large numbers of unstructured facts and vocabulary. While there are many techniques and tools for memorizing such information, sustaining motivation remains a major barrier towards progress in these subjects. In order to help fill this gap, we brainstormed, experimented, and paper-prototyped to create Picard, a Facebook game that intertwines creative and social elements to turn rote learning into a creative, engaging experience. Picard, inspired by Pictionary, encourages players to come up with creative stories and images to help remember a particular card. Players compete and cooperate with their friends on Facebook to create the most memorable and funny mnemonics, called Picards, gaining points when they help themselves or others remember flashcards. Players use these Picards to learn and prove knowledge of the material at spaced intervals, which research has shown to be maximally effective for learning. Our game is the novel combination of an established learning methodology with player creativity and social support for learning. Picard increases player investment in the process of learning by allowing players to create and share useful visual mnemonics, while at the same time motivating and structuring their study habits through spaced-repetition quizzes.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"37 1","pages":"231-234"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77571750","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: 6
Purposeful by design?: a serious game design assessment framework 有目的的设计?:严肃的游戏设计评估框架
K. Mitgutsch, N. Alvarado
{"title":"Purposeful by design?: a serious game design assessment framework","authors":"K. Mitgutsch, N. Alvarado","doi":"10.1145/2282338.2282364","DOIUrl":"https://doi.org/10.1145/2282338.2282364","url":null,"abstract":"The lack of assessment tools to analyze serious games and insufficient knowledge on their impact on players is a recurring critique in the field of game and media studies, education science and psychology. Although initial empirical studies on serious games usage deliver discussable results, numerous questions remain unacknowledged. In particular, questions regarding the quality of their formal conceptual design in relation to their purpose mostly stay uncharted. In the majority of cases the designers' good intentions justify incoherence and insufficiencies in their design. In addition, serious games are mainly assessed in terms of the quality of their content, not in terms of their intention-based design. This paper argues that analyzing a game's formal conceptual design, its elements, and their relation to each other based on the game's purpose is a constructive first step in assessing serious games. By outlining the background of the Serious Game Design Assessment Framework and exemplifying its use, a constructive structure to examine purpose-based games is introduced. To demonstrate how to assess the formal conceptual design of serious games we applied the SGDA Framework to the online games \"Sweatshop\" (2011) and \"ICED\" (2008).","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"29 1","pages":"121-128"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77889795","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: 263
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