Gillian Smith, A. Othenin-Girard, E. Whitehead, Noah Wardrip-Fruin
{"title":"PCG-based game design: creating Endless Web","authors":"Gillian Smith, A. Othenin-Girard, E. Whitehead, Noah Wardrip-Fruin","doi":"10.1145/2282338.2282375","DOIUrl":"https://doi.org/10.1145/2282338.2282375","url":null,"abstract":"This paper describes the creation of the game Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics of the game. All of the player's strategies for the game revolve around the use of procedural content generation. Many design challenges were encountered in the design and creation of Endless Web, for both the game and modifications that had to be made to Launchpad. These challenges arise largely from a loss of fine-grained control over the player's experience; instead of being able to carefully craft each element the player can interact with, the designer must instead craft algorithms to produce a range of content the player might experience. In this paper we provide a definition of PCG-based game design and describe the challenges faced in creating a PCG-based game. We offer our solutions, which impacted both the game and the underlying level generator, and identify issues which may be particularly important as this area matures.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"59 1","pages":"188-195"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91343113","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":"Acute effects of physically active versus inactive video game play on executive functioning skills in children","authors":"Rachel M. Flynn","doi":"10.1145/2282338.2282393","DOIUrl":"https://doi.org/10.1145/2282338.2282393","url":null,"abstract":"Video games, especially the newest technologies, are prevalent and popular activities for children. However, few studies have explored the benefits of playing these games on cognition. The aim of my dissertation research is to investigate how cognitive engagement and physical activity in active versus inactive video game play influences short-term effects on executive functioning (EF) skills for children ages 6 to 11. Research has found that certain activities temporarily boost executive functioning skills. Studies with adults and undergraduates have found that video game play increases selective attention and inhibition. In addition, empirical research has demonstrated that aerobic activity can enhance executive functioning after a 30-minute bout of exercise. Therefore, exergames, physically active video games, may have the most potential to impact executive functioning skills based on the combination of exercise and cognitively engaging video game play. The research will examine differences in executive functioning immediately after game play. There will be four conditions: a non-playing control, an exercise condition, an exergame condition, and sedentary video game condition. One hundred forty participants ages 6 to 11 years old will be tested in pre- and posttest on three different executive functioning tasks. An ANOVA with repeated planned contrasts will examine the hypothesis that the children in the exergame condition will have significantly greater improvement in EF than children in the non-playing control, exercise or sedentary video game 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":"89 1","pages":"264-266"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91258128","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}
Sam Mendenhall, Vu Ha, Yan Xu, IV PaulA.Tillery, Joshua Cohen, John Sharp, B. MacIntyre
{"title":"NerdHerder: designing for physical actions in an augmented reality puzzle game","authors":"Sam Mendenhall, Vu Ha, Yan Xu, IV PaulA.Tillery, Joshua Cohen, John Sharp, B. MacIntyre","doi":"10.1145/2282338.2282388","DOIUrl":"https://doi.org/10.1145/2282338.2282388","url":null,"abstract":"Physical interfaces have been widely adopted in digital games. In our project, we research one such type of physical interface---handheld augmented reality interfaces, and aim to create an engaging and novel play experience. Designing such games requires us to combine knowledge from both Human-computer interaction and game design domains. In this paper, we present a few research questions that we raised or encountered during the process of designing and developing the handheld AR game NerdHerder. We also present our current solutions and answers to these questions. We are going to conduct user studies to understand how handheld AR games are played in the wild. We will release the game and let mobile device users play it in their natural environments. Through the process of designing and iterating NerdHerder, we call for more research that explores how to adopt HCI principles into game design.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"43 1","pages":"250-253"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78809535","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":"Subjective documentary: the Cat and the Coup","authors":"Peter Brinson, K. Valanejad","doi":"10.1145/2282338.2282387","DOIUrl":"https://doi.org/10.1145/2282338.2282387","url":null,"abstract":"This paper describes the design methodologies of a documentary videogame that looks to explore opportunities for serious games of history. The Cat and the Coup is about Mohammed Mossadegh, Iran's first democratically elected Prime Minister who underwent a CIA-sponsored coup d'état - a historical moment that is largely new to its young American audience.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"111 1","pages":"246-249"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75306544","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":"Evaluating user performance in 3D stereo and motion enabled video games","authors":"Arun K. Kulshreshth, Jonas Schild, J. Laviola","doi":"10.1145/2282338.2282350","DOIUrl":"https://doi.org/10.1145/2282338.2282350","url":null,"abstract":"We present a study that investigates user performance benefits of playing video games using 3D motion controllers in 3D stereoscopic vision in comparison to monoscopic viewing. Using the PlayStation 3 game console coupled with the PlayStation Move Controller, we explored five different games that combine 3D stereo and 3D spatial interaction. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game expertise pre-questionnaire was used to classify participants into beginners and expert game player categories to analyze a possible impact on performance differences. The results show two cases where the 3D stereo display did help participants perform significantly better than with a 2D display. For the first time, we can report a positive effect on gaming performance based on stereoscopic vision, although reserved to isolated tasks and depending on game expertise. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of 3D stereoscopic vision and 3D motion control to enhance game experiences.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"42 1","pages":"33-40"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90755311","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":"Design issues when using commodity gaming devices for virtual object manipulation","authors":"S. Scerbo, D. Bowman","doi":"10.1145/2282338.2282406","DOIUrl":"https://doi.org/10.1145/2282338.2282406","url":null,"abstract":"3D interaction has made a big splash in the gaming community with the Nintendo Wii, Sony Move and Microsoft Kinect; however, most of the interaction is based on natural imprecise motions. By using the wealth of 3D interaction research, we can use these low cost commercial systems to bring not only richer interaction to gaming but also commodity trackers to Virtual Reality research. One of the first steps in understanding how these devices can be used is to determine their limitations and strengths compared to traditional 3D tracking systems.\u0000 Based on this motivation we chose to implement three well-known interaction techniques---ray casting, HOMER and World-In-Miniature---using the Kinect, Move and Intersense IS-900 (a high-end 3D tracking system). We outline the design challenges of developing for each system. Based on these design issues, we expect to see users having similar results when using the Move and IS-900 systems while having a slight decrease in performance using the Kinect. If our assertions are correct, we will look at how we can design new interactions with these systems that allow for precise and accurate selection and manipulation.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"2015 1","pages":"294-295"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87063445","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":"Game controllers for older adults: experimental study on gameplay experiences and preferences","authors":"T. P. Pham, Y. Theng","doi":"10.1145/2282338.2282401","DOIUrl":"https://doi.org/10.1145/2282338.2282401","url":null,"abstract":"With the world population ageing, studies had shown that gameplay influence to older adults' lives. However, there were few user studies to investigate older adults' experiences and preferences with different types of game controllers. The goal of our experimental study was to compare older adults' evaluation of three popular game controllers: (i) Button Controller, (ii) Gesture Controller and (iii) Mixed Button and Gesture Controller. Our findings showed that the older participants performed best with the Mixed Controller in Nintendo Wii. However, further analysis showed Gesture Controller in Xbox Kinect was most preferred controller type, despite some older participants having problems using body movements to complete the running 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":"33 1","pages":"284-285"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74687560","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}
Yan Xu, E. Poole, Andrew D. Miller, Elsa Eiríksdóttir, R. Catrambone, Elizabeth D. Mynatt
{"title":"Designing pervasive health games for sustainability, adaptability and sociability","authors":"Yan Xu, E. Poole, Andrew D. Miller, Elsa Eiríksdóttir, R. Catrambone, Elizabeth D. Mynatt","doi":"10.1145/2282338.2282352","DOIUrl":"https://doi.org/10.1145/2282338.2282352","url":null,"abstract":"Active video games (AVG) have become widespread as more physical interfaces are introduced in video games. Lab based studies have indicated that AVGs can increase the amount and intensity of physical activity compared to non-active games and TV, however, the long-term effectiveness of AVGs has yet been established. In fact, most of the existing studies show a reduction of interest and participation over time. This paper presents our findings from a long-term, multi-site deployment of a pervasive health game, the American Horsepower Challenge (AHPC). Similar to previous studies, our findings also show reduced effectiveness of the game, but on a much larger scale. Moreover, we analyze reasons for this and report what kind of game related online and offline activities happened during the deployment. We argue that a shift of evaluation metrics and design goals is required to make real-world sustainable behavior changes. Based on empirical data, we propose three goals for AVGs---sustainability, adaptability and sociability. Behavior-changing games can learn how to achieve these goals from existing game genres, such as alternate reality games, location-based games, family games, and multiplayer online games etc.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"43 1","pages":"49-56"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73472578","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":"Metagames, paragames and orthogames: a new vocabulary","authors":"M. Carter, M. Gibbs, Mitchell Harrop","doi":"10.1145/2282338.2282346","DOIUrl":"https://doi.org/10.1145/2282338.2282346","url":null,"abstract":"The term 'metagaming' is widely used to describe a variety of conceptually difficult activities associated with game play. This wide use has lead to a conceptual overload of the term, mitigating its potential use for game studies. This paper will suggest two new terms to use, 'orthogame and 'paragame', in conjunction with a more clearly defined notion of 'metagame'. We argue that these new terms have the potential to be highly useful for defining and understanding peripheral play activities common in modern digital games. We apply this new vocabulary to a variety of play practices in EVE Online to illustrate its strength for analysing and defining play practices.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"66 1","pages":"11-17"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87888880","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":"Evolutionary learning of policies for MCTS simulations","authors":"James Pettit, D. Helmbold","doi":"10.1145/2282338.2282379","DOIUrl":"https://doi.org/10.1145/2282338.2282379","url":null,"abstract":"Monte-Carlo Tree Search (MCTS) grows a partial game tree and uses a large number of random simulations to approximate the values of the nodes. It has proven effective in games with such as Go and Hex where the large search space and difficulty of evaluating positions cause difficulties for standard methods. The best MCTS players use carefully hand-crafted rules to bias the random simulations. Obtaining good hand-crafting rules is a very difficult process, as even rules promoting better simulation play can result in a weaker MCTS system [12]. Our Hivemind system uses evolution strategies to automatically learn effective rules for biasing the random simulations. We have built a MCTS player using Hivemind for the game Hex. The Hivemind learned rules result in a 90% win rate against a baseline MCTS system, and significant improvement against the computer Hex world champion, MoHex.","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":"212-219"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89283453","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}