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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Regulating virtual environments 规范虚拟环境
Darryl Woodford
{"title":"Regulating virtual environments","authors":"Darryl Woodford","doi":"10.1145/2282338.2282395","DOIUrl":"https://doi.org/10.1145/2282338.2282395","url":null,"abstract":"Online gaming environments feature a number of challenging regulatory issues; a diverse player base, uneven power relationship, and lack of real dispute resolution mechanisms. By conducting an ethnographic study of the online environment Eve Online, and using as a comparative the offshore gaming industry, I consider how we might look to regulate, and resolve disputes within, online gaming environments. In doing so, I adopted a novel approach to the study of online gaming environments --- that of norms --- which gave significance not only to the terms of service dictated by platform providers and their legal advisors, but also to the social and ludic limitations and affordances players constructed themselves.\u0000 Finally, through an account of the evolution of regulatory mechanisms and dispute resolution in the offshore gambling industry, I consider how an environment which features much in common with online gaming environments overcame a number of these challenges within the last 10--15 years, and what lessons might be taken from those experiences and applied to contemporary online gaming environments.","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":"270-272"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82667621","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
Tisch digital tools supporting board games Tisch数字工具支持棋盘游戏
Ulf Hartelius, Johan Fröhlander, Staffan Björk
{"title":"Tisch digital tools supporting board games","authors":"Ulf Hartelius, Johan Fröhlander, Staffan Björk","doi":"10.1145/2282338.2282376","DOIUrl":"https://doi.org/10.1145/2282338.2282376","url":null,"abstract":"This paper introduces Tisch, an application running on the Microsoft Surface that provides computer support for board- and role-playing games. Based on the ideas of tangible and tabletop interfaces, Tisch was developed to explore how technology can support and enhance tabletop gaming activities without becoming a hindrance or removing the players' agency over the rules. Through doing so, Tisch allows players to behave in their accustomed manner, including having unrestricted social interactions and using whatever rules they wish to whatever degree they wish. This is proposed as a solution to harnessing the advantages that computers offer analog games through both offloading unwanted tasks and enhancing immersion.","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":"196-203"},"PeriodicalIF":0.0,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85772458","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: 15
Using sequential observations to model and predict player behavior 使用连续观察来模拟和预测玩家行为
Brent E. Harrison, D. Roberts
{"title":"Using sequential observations to model and predict player behavior","authors":"Brent E. Harrison, D. Roberts","doi":"10.1145/2159365.2159378","DOIUrl":"https://doi.org/10.1145/2159365.2159378","url":null,"abstract":"In this paper, we present a data-driven technique for designing models of user behavior. Previously, player models were designed using user surveys, small-scale observation experiments, or knowledge engineering. These methods generally produced semantically meaningful models that were limited in their applicability. To address this, we have developed a purely data-driven methodology for generating player models based on past observations of other players. Our underlying assumption is that we can accurately predict what a player will do in a given situation if we examine enough data from former players that were in similar situations. We have chosen to test our method on achievement data from the MMORPG World of Warcraft. Experiments show that our method greatly outperforms a baseline algorithm in both precision and recall, proving that this method can create accurate player models based solely on observation data.","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":"91-98"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80654241","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: 52
Representing game characters' inner worlds through narrative perspectives 通过叙事视角呈现游戏角色的内心世界
Jichen Zhu, Santiago Ontañón, B. Lewter
{"title":"Representing game characters' inner worlds through narrative perspectives","authors":"Jichen Zhu, Santiago Ontañón, B. Lewter","doi":"10.1145/2159365.2159393","DOIUrl":"https://doi.org/10.1145/2159365.2159393","url":null,"abstract":"When compared to the depiction of external actions, modern computer games have developed very limited means of conveying game characters' inner activities. In this paper, we focus on different narrative perspectives and the ways in which they enable us to express a wider range of characters' inner worlds. We also present our on-going project Remembrance which uses a system of shifting external environments to reflect the character's inner world.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"26 1","pages":"204-210"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78284513","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: 7
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics 用系统来表达:通过性别包容机制扩展Kodu的表达能力
Teale Fristoe, J. Denner, M. MacLaurin, Michael Mateas, Noah Wardrip-Fruin
{"title":"Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics","authors":"Teale Fristoe, J. Denner, M. MacLaurin, Michael Mateas, Noah Wardrip-Fruin","doi":"10.1145/2159365.2159396","DOIUrl":"https://doi.org/10.1145/2159365.2159396","url":null,"abstract":"While game mechanics are a primary focus in game design and game studies, they have been little discussed in the context of introductory game creation and programming environments. But game mechanics are central here as well, with different tools supporting the elements needed for some game mechanics (and genres) but not others. Research suggests many children, especially girls, want to create games based on dynamic relationships, social interactions, and storytelling. But game creation tools aimed at beginners offer no support for game mechanics that would enable such games. This inspires our work on Kodu AI Lab, a set of extensions to Kodu Game Lab, which we are iteratively developing and evaluating with middle school girls. This paper describes our first extensions (attitudes, learning, and fuzzy logic), the principles guiding them (simplicity, understandability, and expressiveness) and the results of our first evaluation. We conclude with our next planned development: extending the \"say\" command into a game mechanic.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"19 1","pages":"227-234"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75000057","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: 18
Measuring cooperative gameplay pacing in World of Warcraft 衡量《魔兽世界》的合作玩法节奏
Martin Ashton, Clark Verbrugge
{"title":"Measuring cooperative gameplay pacing in World of Warcraft","authors":"Martin Ashton, Clark Verbrugge","doi":"10.1145/2159365.2159376","DOIUrl":"https://doi.org/10.1145/2159365.2159376","url":null,"abstract":"Designing video game scenarios that will stimulate the player with an engaging and properly paced level of difficulty is a non-trivial issue, one which can fundamentally impact the playability and popularity of a game. World of Warcraft, like many MMORPGs, suffers noticeably from the less challenging pacing of its later-game scenarios compared to its earlier-game content. To examine this observation in detail, a World of Warcraft client-side plugin was created to record data about the players' progress throughout a cooperative scenario, including health, power, map position, class, and role. This data was analyzed to measure the pacing of each session. The results showed a drop in difficulty between late-game level 80 five-person group content and level 70 five-person group content. Using this basic metric to quantify the level of difficulty is a step forward in designing scalable and adaptable scenarios that can continue to challenge players of all experience levels.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"13 1","pages":"77-83"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84962013","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: 16
A different approach to teaching Chinese through serious games 通过严肃的游戏来教授汉语的不同方法
Jeremiah J. Shepherd, Renaldo J. Doe, M. Arnold, Yun Zhu, Jijun Tang
{"title":"A different approach to teaching Chinese through serious games","authors":"Jeremiah J. Shepherd, Renaldo J. Doe, M. Arnold, Yun Zhu, Jijun Tang","doi":"10.1145/2159365.2159420","DOIUrl":"https://doi.org/10.1145/2159365.2159420","url":null,"abstract":"From the days of computer assisted language learning (CALL) [10], using computers as a means to acquire a new language has been a long standing research field. Chinese is a notoriousloy difficult language to learn, and teaching methods that are used take a long time and can be tedious[7], but these techniques have been shown to be effective[11]. We believe that by creating a serious game that uses newer second language acauisition techniques, the learning process can be expidited and enjoyable. Our game exposes the player to an abundance of simple, comprehensible target language input, which provides an interesting, motivating, and low stress setting. Also Lost in the Middle Kingdom utilizes total immersion, focusing on the language's culture to create a holistic 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":"45 1","pages":"304-306"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84988316","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
Using your friends: social mechanics in social games 利用好友:社交游戏中的社交机制
M. Consalvo
{"title":"Using your friends: social mechanics in social games","authors":"M. Consalvo","doi":"10.1145/2159365.2159391","DOIUrl":"https://doi.org/10.1145/2159365.2159391","url":null,"abstract":"This paper analyzes the social mechanics in top social games. It identifies several mechanisms by which social games encourage sociality: the friend bar, gifting, visiting, challenge/competition, and communication. Different implementations of these components result in varying gameplay experiences. However, no mechanics were found to offer very deep or sustained social interactions between 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":"15 1","pages":"188-195"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81485313","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: 52
Modelling virtual camera behaviour through player gaze 通过玩家的注视来模拟虚拟摄像机的行为
Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis
{"title":"Modelling virtual camera behaviour through player gaze","authors":"Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis","doi":"10.1145/2159365.2159380","DOIUrl":"https://doi.org/10.1145/2159365.2159380","url":null,"abstract":"In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the development of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intelligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant differences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Results show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their gameplay behaviour.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"91 1","pages":"107-114"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83343092","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: 15
BeadLoom Game: adding competitive, user generated, and social features to increase motivation 《BeadLoom Game》:添加竞争性、用户生成和社交功能以增加动机
A. Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, D. Culler, T. Barnes
{"title":"BeadLoom Game: adding competitive, user generated, and social features to increase motivation","authors":"A. Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, D. Culler, T. Barnes","doi":"10.1145/2159365.2159384","DOIUrl":"https://doi.org/10.1145/2159365.2159384","url":null,"abstract":"BeadLoom Game (BLG) is an educational puzzle game designed to teach students basic Cartesian coordinates, iteration, and layering. Although this game has been proven to be successful at teaching students these concepts, many participants reported wanting more competitive and free-play creative elements in the game. In response, we augmented the BeadLoom Game with a competitive high score table, a creative custom puzzle mode, and a social network framework. Here we report results of an experiment where middle school students are given versions of the BLG with different combinations of these new features. Based on the in-game metrics and player surveys we show that while both the competitive and the creative game modes increase a majority of the player's motivation it is not until we add both features that we maximize this effect. Through a combination of creative and competitive game modes we are able to have the highest motivation for the largest number of different 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":"7 1","pages":"139-146"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79962134","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: 14
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