{"title":"Scoop!: using movement to reduce math anxiety and affect confidence","authors":"K. Isbister, M. Karlesky, Jonathan Frye","doi":"10.1145/2282338.2282382","DOIUrl":"https://doi.org/10.1145/2282338.2282382","url":null,"abstract":"In this paper, we describe Scoop!, a movement-based game for children designed to reduce anxiety in math learning. The game incorporates existing research on the effects of 'power poses' related to feelings of confidence towards exploring two questions: whether movement mechanics can shift feelings about math for players/learners and how movement should inform the game experience design process beyond the simple inclusion of gestural input.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"39 1","pages":"228-230"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81612791","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":"KinectFusion rapid 3D reconstruction and interaction with Microsoft Kinect","authors":"D. Molyneaux","doi":"10.1145/2282338.2282342","DOIUrl":"https://doi.org/10.1145/2282338.2282342","url":null,"abstract":"Using a Microsoft Kinect camera, the KinectFusion system enables a low-cost way for a user to digitally reconstruct a whole room and its contents within seconds. As the space is explored, new views of the arbitrary scene and objects are revealed and these are fused into a single 3D model. The 6DoF pose of the camera is tracked in real-time using a method which directly uses the point-based depth data of Kinect, and requires no feature extraction or feature tracking. Once the 3D pose of the camera is known, each depth measurement from the sensor can be integrated into a volumetric representation. Kinect Fusion enables many Augmented Reality applications and 3D interaction such as multi-touch on arbitrary shaped surfaces.","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":"3"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81802841","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}
Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic
{"title":"A case study of expressively constrainable level design automation tools for a puzzle game","authors":"Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic","doi":"10.1145/2282338.2282370","DOIUrl":"https://doi.org/10.1145/2282338.2282370","url":null,"abstract":"Some problems in procedural content generation for games involve hard constraints (e.g. that a generated puzzle is necessarily solvable). Common techniques for generator design lack a way to specify crisp (yes/no) constraints on what counts as a valid content artifact and guarantee these constraints are satisfied in the generator's output. In this paper we present two independent implementations of three diverse level design automation tools for the popular online educational game Refraction. All of the systems guarantee key properties of their output. Applying a constraint-focused generator design perspective in depth, we found that even emergent aesthetic style properties were straightforward to directly control. Our results with Refraction provide further concrete evidence for the claim that the expressive power of constraints and the ease with which they can be incorporated into suitably designed generative processes makes them a powerful tool for producing reliably-controllable generators for game content.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"99 1","pages":"156-163"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85921675","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":"Creation, evaluation, and presentation of user-generated content in community game-based tutors","authors":"Andrew Hicks","doi":"10.1145/2282338.2282397","DOIUrl":"https://doi.org/10.1145/2282338.2282397","url":null,"abstract":"Games have been shown to be useful as learning tools, and much literature explores the use of games instead of traditional assignments or as supplementary teaching tools. However, creation of content for these games consumes tremendous resources in terms of time and expert knowledge, and use of games in this way fails to utilize many of the unique advantages games have to offer as a platform for learning content. We propose the use of social gaming mechanics for learning game; content-creation mechanics which will keep students involved in the game long after the original assignment, and result in a constantly growing and changing game environment in which players can continue to practice and refine their skills. We believe that the creation, evaluation, and implementation of user-generated content in social serious games has the potential to revolutionize the way games are used as cyberlearning tools, and that through motivating students to create and share, educators can capitalize on another pathway to learning through creative gameplay.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"08 1","pages":"276-278"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86052725","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 new game mechanic: game entity social mapping","authors":"A. Pérez","doi":"10.1145/2282338.2282392","DOIUrl":"https://doi.org/10.1145/2282338.2282392","url":null,"abstract":"Social networks have become a massive repository of information used by both applications and games in order to improve their performance and effectiveness, nevertheless all of the possibilities have not yet been explored. In this article we propose a new mechanic, Game Entity Social Mapping (GESM), based on fetching data about the player or his contacts from social networking sites and mapping it over different game entities. The paper also presents a preliminary evaluation and exposes the most promising research lines. At this consortium I hope to receive comments on the most interesting ways of continuing the investigation.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"30 1","pages":"261-263"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88434614","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":"Let's play: understanding the role and meaning of digital games in the lives of older adults","authors":"Julie A. Brown","doi":"10.1145/2282338.2282396","DOIUrl":"https://doi.org/10.1145/2282338.2282396","url":null,"abstract":"Despite a marked increase in the use of digital games among older persons, there is a notable lack of research that provides insight into the gaming experiences of this population. A major demographic shift within the senior gaming market has ushered in a new perspective on the use of digital games as a tool for physical and emotional health, improved socialization, and learning via enhanced cognition. The proposed qualitative study applies a grounded theory methodology from a life course perspective among older adult participants (age 50 and above). It is proposed that to address the gaming needs and preferences of older persons, there must first be a foundational understanding of the factors that contribute to or hinder game engagement. Such research could contribute a new perspective for game design and implementation for today's older adult population and tomorrow's seniors---the Baby Boomers. A pilot study focusing on senior gamers was conducted as a means to assess the feasibility of the proposed study. Initial analysis indicates emergent themes that warrant further research among a larger and more diverse participant pool.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"30 1","pages":"273-275"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83290899","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":"Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motives","authors":"Alessandro Canossa","doi":"10.1145/2282338.2282400","DOIUrl":"https://doi.org/10.1145/2282338.2282400","url":null,"abstract":"Understanding how personality, motives, values, goals and belief systems affect the behavior of players is crucial for designers of digital games. Whether the goal is pure entertainment, education or behavior change, knowing what makes different people tick means understanding the reasons for their behavior. This understanding allows the creation of more efficient content since it means acknowledging the individual differences that define every human being. A deeper understanding of players' personality from play behavior is very relevant also for adaptive systems aimed at increasing level of immersion. Indeed, knowing more about players' personality could help design systems more responsive to players' desires and goals increasing the potential benefits of serious application of digital games. The behavior of Minecraft players is analyzed through the lens of User-Initiated Events (UIE) logged by the game system and related to the 16 basic desires enunciated by Reiss in his analysis of motivation.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"16 1","pages":"282-283"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90186964","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":"Optimizing adaptivity in educational games","authors":"Erik Andersen","doi":"10.1145/2282338.2282398","DOIUrl":"https://doi.org/10.1145/2282338.2282398","url":null,"abstract":"One of the most promising ways that games for learning can improve education is by adapting to each child individually. However, it is often difficult to instrument game mechanics so that they can be controlled to promote learning. Furthermore, even if this parameterization is possible, there is little knowledge of how to generate adaptive level progressions that optimize engagement and learning. We have taken the first step towards enabling adaptivity in an educational game for teaching fractions through the automatic generation of levels in a way that allows for multiple axes of mathematical and spatial difficulty to be controlled independently. We propose to expand on this work by developing a framework for representing conceptual knowledge. This framework will keep track of each player's knowledge, generate game levels that are tailored to the player's knowledge and skill level, and create progressions of these levels that allow players to learn new concepts through experimentation. We will compare multiple adaptive concept sequencing algorithms by evaluating their effects on player learning and engagement through multivariate tests with tens of thousands of players.","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":"279-281"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76819180","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}
Eve Powell, Rachel Brinkman, T. Barnes, Veronica Catété
{"title":"Table tilt: making friends fast","authors":"Eve Powell, Rachel Brinkman, T. Barnes, Veronica Catété","doi":"10.1145/2282338.2282386","DOIUrl":"https://doi.org/10.1145/2282338.2282386","url":null,"abstract":"Social capital implies that social networks have value. It is therefore important that when a person is at an academic conference, they must strive to build a strong professional social network for themselves. This can be difficult for many academic conference attendeees. We present Table Tilt, a two-minute ice-breaker game for 2--6 players with iPhones or iPods, that was built to facilitate team building and help individuals build social capital. Table Tilt leverages human sociality and game rules to promote communication and teamwork.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"9 1","pages":"242-245"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75799117","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":"Validating a plan-based model of narrative conflict","authors":"Stephen G. Ware, R. Young","doi":"10.1145/2282338.2282380","DOIUrl":"https://doi.org/10.1145/2282338.2282380","url":null,"abstract":"Conflict is an essential element of interesting stories. In previous work, we proposed a formal model of narrative conflict based on intentional planning that is designed to facilitate story generation. This paper presents the results of an experiment to test whether or not our model can answer \"who?\" \"why?\" and \"when?\" questions about conflict similarly to humans analyzing the same stories. Our model has some success at predicting which conflicts human readers will report and performs well at recognizing which characters are in conflict and for how long.","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":"220-227"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76343280","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}