{"title":"Using an interactive visual novel to promote patient empowerment through engagement","authors":"Langxuan Yin, Lazlo Ring, T. Bickmore","doi":"10.1145/2282338.2282351","DOIUrl":"https://doi.org/10.1145/2282338.2282351","url":null,"abstract":"In this paper we describe a prototype of a serious game designed to improve hospital patients' confidence in managing their hospital stay. We present findings of an evaluation of our visual novel computer game by comparing it with traditional approaches to increasing patient empowerment and patient self-efficacy. The results indicated a significant effect of the type of intervention on improvement in empowerment, but only for participants with gaming experience or who achieved a high level of engagement in the game. This study provides evidence that games may outperform other types of health intervention under certain conditions.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"14 1","pages":"41-48"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84761554","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":"Building social games: from platform to product","authors":"Reed Shaffner, Zach Shubert","doi":"10.1145/2282338.2282343","DOIUrl":"https://doi.org/10.1145/2282338.2282343","url":null,"abstract":"In this session we will walk through the intricacies of social game development including the platform they run on all the way up to scaling and managing a live game. While social games may appear at first glance to be rudimentary Flash implementations, the reality is that there are incredibly exciting challenges associated with scaling a live product to millions of users in a matter of hours. In this talk you will learn about the foundation that these games run on at Zynga, plans to expose these systems to third parties, the data and analytics that power the games once live, and finally we will share live demonstrations of next generation games taking advantage of these capabilities.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"15 1","pages":"4"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80289817","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":"How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beasts","authors":"S. Gualeni, Dirk P. Janssen, L. Calvi","doi":"10.1145/2282338.2282369","DOIUrl":"https://doi.org/10.1145/2282338.2282369","url":null,"abstract":"Psychophysiological measurements have so far been used to express player experience quantitatively in game genres such as shooter games and race games. However, these methods have not yet been applied to casual video games. From a development point of view, games developed in the casual sector of the games industry are characterized by very short production cycles which make them ill-suited for complex and lengthy psychophysiological testing regimes.\u0000 This paper discusses some methodological innovations that lead to the application of psychophysiological measurements to enhance the design of a commercially released casual game for the Apple iPad, called 'Gua-Le-Ni'; or, The Horrendous Parade'. The game was tested in different stages of its development to dry-run a cycle of design improvements derived from psychophysiological data. The tests looked at the correlation between stress levels and the contraction of facial muscles with in-game performance in order to establish whether 'Gua-Le-Ni' offered the cognitive challenge, the learning curve, and the enjoyment the designers had in mind for this product. In this paper, we discuss the changes that were made to the game and the data-analysis that led to these changes.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"75 1","pages":"149-155"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83296674","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":"Wordplay games: three game modules to improve student vocabulary knowledge","authors":"J. Bachhuber, T. Saulnier","doi":"10.1145/2282338.2282390","DOIUrl":"https://doi.org/10.1145/2282338.2282390","url":null,"abstract":"This paper describes Wordplay Games, a project involving two iterations of a two-game educational module. Each module, composed of the games Code Invaders and Cipher Force, is meant to supplement traditional classroom practices and improve middle-grade student vocabulary knowledge. The original version of the Wordplay Games module uses commonly encountered academic words and is meant for in-class play using Nintendo DSi handheld gaming devices. The current iteration of the module uses content-specific vocabulary for social studies and science classes. In order to better integrate with traditional classroom practices, the games are played online at home and are reinforced with related in-class activities. The work is supported by the Bill & Melinda Gates Foundation and Educause.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"3 1","pages":"258-260"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87509311","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":"Motivational game design patterns of 'ville games","authors":"Chris Lewis, Noah Wardrip-Fruin, J. Whitehead","doi":"10.1145/2282338.2282373","DOIUrl":"https://doi.org/10.1145/2282338.2282373","url":null,"abstract":"The phenomenal growth of social network games in the last five years has left many game designers, game scholars, and long-time game players wondering how these games so effectively engage their audiences. Without a strong understanding of the sources of appeal of social network games, and how they relate to the appeal of past games and other human activities, it has proven difficult to interpret the phenomenon accurately or build upon its successes. In this paper we propose and employ a particular approach to this challenge, analyzing the motivational game design patterns in the popular 'Ville style of game using the lenses of behavioral economics and behavioral psychology, explaining ways these games engage and retain players. We show how such games employ strategies in central, visible ways that are also present (if perhaps harder to perceive) in games with very different mechanics and audiences. Our conclusions point to lessons for game design, game interpretation, and the design of engaging software of any type.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"86 1","pages":"172-179"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81228288","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":"What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift","authors":"K. Bergstrom, J. Jenson, S. Castell","doi":"10.1145/2282338.2282360","DOIUrl":"https://doi.org/10.1145/2282338.2282360","url":null,"abstract":"It's a now familiar refrain among both players and academics that healing is a 'feminine' activity and tanking a 'masculine' one within Massively Multiplayer Online Games. In this paper we present data from a multi-site study of World of Warcraft and Rift that examines this stereotype across novice and expert players. Our findings suggest that gender role stereotyping is progressively internalized as players become more competent in their gameworld of choice, with experts being more likely than novices to adopt this convention in their avatar selection.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"97-104"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88798516","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":"Sports newsgames: prediction, speculation, and accuracy","authors":"Abraham Stein","doi":"10.1145/2282338.2282345","DOIUrl":"https://doi.org/10.1145/2282338.2282345","url":null,"abstract":"Sports videogames are increasingly used by sports news outlets for predicting the outcome of sports events. Player-less simulations of Super Bowls, World Cups, and individual games are executed by developers and journalists to attempt to gain insight into the upcoming event. This paper will build on the concept of a \"documentary newsgame\" positioning these simulations based on their journalistic use. Furthermore, by including players into the discussion the notion of an \"accurate\" simulation or model is problematized and the practice of sports speculation is reconfigured. This paper will look at the two differing conceptions of an accurate sports videogame simulation, that conceived of by the news media, and that generated by players of sports videogames. Looking at the intersection of these two simulative practices, we might ask how \"accuracy\" is differently qualified, and how sports journalism may be changing with the inclusion of predictive videogame based simulations.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"5-10"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87730740","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":"Characterizing gameplay in a player model of game story comprehension","authors":"R. E. Cardona-Rivera, R. Young","doi":"10.1145/2282338.2282378","DOIUrl":"https://doi.org/10.1145/2282338.2282378","url":null,"abstract":"This work seeks to validate the use of a situation model (a model for the comprehension processes in non-interactive narrative) for use modeling a player's comprehension process within interactive narratives and games. Unlike conventional narratives, games contain actions and events that might not carry any narrative significance; consequently, a cognitive model of player understanding may require a new distinction between \"narratively important\" and \"narratively unimportant\" events. This hypothesis was tested in an experiment using Event Segmentation Theory. Our results failed to reject the null hypothesis (Fisher's exact test, p = 1) but were insightful. Narrative importance seems to be perceptually oriented, and dependent on the outcomes of the event in question. Although our data failed to reject the null hypothesis, more work must be done before rejecting the necessity of the distinction between narratively important and unimportant events when modeling a player's comprehension process of an unfolding story-focused game.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"12 1","pages":"204-211"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88722071","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":"Using game development to reveal programming competency","authors":"S. Simmons, Betsy Disalvo, M. Guzdial","doi":"10.1145/2282338.2282359","DOIUrl":"https://doi.org/10.1145/2282338.2282359","url":null,"abstract":"In the summer of 2011, we revamped the curriculum for the GLITCH Game Testers research project to better serve the interests of the 15 student participants. Our new curriculum, based on Greenfoot and game development, replaced an earlier curriculum that students felt was inauthentic. Through Greenfoot, the new curriculum had the benefits of authenticity, easy access to concepts that were relevant to the students, and immediate visual feedback, and these qualities helped align students' perceptions with their actual abilities to program based on what they had learned. We analyze students' reported abilities and their demonstrated abilities and show how the two align, and we suggest long-term implications for maintaining that alignment.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"35 1","pages":"89-96"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82660936","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 entity system architecture and its application in an undergraduate game development studio","authors":"P. Gestwicki","doi":"10.1145/2282338.2282356","DOIUrl":"https://doi.org/10.1145/2282338.2282356","url":null,"abstract":"This paper reports on the software architecture, methodology, and student learning experience from the development of Morgan's Raid, an educational game designed to teach fourth-graders about Indiana's Civil War history. The game was designed and developed during the 2010-2011 academic year and involved a multidisciplinary undergraduate team. The team used industrial best-practices of game development, including continuous integration, distributed version control, test-driven development, and Scrum. This methodology was supported by an entity system architecture, a software architectural design pattern that addresses many shortcomings of inheritance-based game engine architectures. Detailed definitions of the entity system architecture and methodology are presented along with the experience report. This combination of methodology and architecture directly contributed to the success of the project, both software development exercise and learning experience.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"68 1","pages":"73-80"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83771454","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}