Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, C. Martinho, G. Ingram, Ana Paiva, Georgios N. Yannakakis
{"title":"A computational approach towards conflict resolution for serious games","authors":"Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, C. Martinho, G. Ingram, Ana Paiva, Georgios N. Yannakakis","doi":"10.1145/2159365.2159368","DOIUrl":"https://doi.org/10.1145/2159365.2159368","url":null,"abstract":"Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive conflict outcomes. While serious games related to conflict exist at present, our work represents the first attempt to teach conflict resolution skills through a game in a manner informed by sociological and psychological theories of conflict and current best practice for conflict resolution. In this paper, we present a computational approach to conflict generation and resolution. We describe the five phases involved in our conflict modeling process: conflict situation creation, conflict detection, player modeling and conflict strategy prediction, conflict management, and conflict resolution, and discuss the three major elements of our player model: assertiveness, cooperativeness, and relationship. Finally, we overview a simple resource management game we have developed in which we have begun experimenting with our conflict model concepts.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"127 1","pages":"15-22"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73290179","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":"Brain-computer interfaces for 3D games: hype or hope?","authors":"F. Lotte","doi":"10.1145/2159365.2159427","DOIUrl":"https://doi.org/10.1145/2159365.2159427","url":null,"abstract":"Brain-Computer Interfaces (BCI) are communication systems conveying messages through brain activity only. This paper elaborates on the suitability of BCI for 3D Video Games (VG). Thus, we first review some recent BCI-based 3D VG. We then discuss the limitations of current BCI technology, those being mainly related to usability and performances. Finally, we report on some areas in which BCI could be useful for 3D VG despite their limitations. More precisely, BCI could be useful as an additional control channel, to send commands that cannot be intuitively sent with other devices. BCI could also be used for mental state monitoring either 1) during the game, in order to make adaptive and dynamic video games or 2) during the game creation in order to maximizes some measures of game quality that could be derived from a tester's mental state.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"109 1","pages":"325-327"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77169323","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}
David Llansó, M. A. Gómez-Martín, P. P. Gómez-Martín, P. González-Calero
{"title":"Explicit domain modelling in video games","authors":"David Llansó, M. A. Gómez-Martín, P. P. Gómez-Martín, P. González-Calero","doi":"10.1145/2159365.2159379","DOIUrl":"https://doi.org/10.1145/2159365.2159379","url":null,"abstract":"The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type.\u0000 In this paper we propose an extension to the component-based architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking.","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":"99-106"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76924803","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":"Kodu game lab: improving the motivation for learning programming concepts","authors":"A. Fowler, B. Cusack","doi":"10.1145/2159365.2159398","DOIUrl":"https://doi.org/10.1145/2159365.2159398","url":null,"abstract":"Integrating games into classroom programs to enrich learning has become easier with the increased range of digital media and the greater access to cost effective computing. In this proposed research a series of exploratory studies is planned to see if student engagement could be enhanced by embedding games and game development into a regular classroom program. An integrated game development environment will be used to provide an exploratory context for creativity and games to engage students in learning programming concepts.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"20 1","pages":"238-240"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82731923","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":"Supplemental sonification of a bingo game","authors":"D. Ramos-Castro, Eelke Folmer","doi":"10.1145/2159365.2159388","DOIUrl":"https://doi.org/10.1145/2159365.2159388","url":null,"abstract":"Visual cues are typically used in video games to indicate to the player what input to provide and when. Cues represented in multiple modalities that are presented simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. This characteristic has not been explored in playing video games to reduce errors. This paper explores the use of supplemental audio feedback to reduce errors in playing Bingo, a game which is typically played in crowded and noisy environments by a demographic, which -due to their age- are more likely to suffer from sensory impairments such as low vision or hearing impairments. A user study explored three different types of sonification (pitch, timbre, and audio icons) versus using no sonification and found that supplemental sonification using timbre or audio icons significantly reduces player's errors.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"34 1","pages":"168-173"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89447497","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}
Seth Cooper, Firas Khatib, I. Makedon, Hao Lü, J. Barbero, D. Baker, J. Fogarty, Zoran Popovic, Foldit players
{"title":"Analysis of social gameplay macros in the Foldit cookbook","authors":"Seth Cooper, Firas Khatib, I. Makedon, Hao Lü, J. Barbero, D. Baker, J. Fogarty, Zoran Popovic, Foldit players","doi":"10.1145/2159365.2159367","DOIUrl":"https://doi.org/10.1145/2159365.2159367","url":null,"abstract":"As games grow in complexity, gameplay needs to provide players with powerful means of managing this complexity. One approach is to give automation tools to players. In this paper, we analyze an in-game automation tool, the Foldit cookbook, for the scientific discovery game Foldit. The cookbook allows players to write recipes that can automate their strategies. Through analysis of cookbook usage, we observe that players take advantage of social mechanisms in the game to share, run, and modify recipes. Further, players take advantage of both a simplified visual programming interface and a text-based scripting interface for creating recipes. This indicates that there is potential for using automation tools to disseminate expert knowledge, and that it is useful to provide support for multiple authoring styles, especially for games where the final game goal is unbounded or hard to attain.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"31 1","pages":"9-14"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87948620","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 computational model of narrative conflict","authors":"Stephen G. Ware","doi":"10.1145/2159365.2159401","DOIUrl":"https://doi.org/10.1145/2159365.2159401","url":null,"abstract":"Conflict is a key feature of interesting stories. Building on previous narrative systems, I intend to formalize a computational model of conflict to inform the creation of plots which more closely match human story expectations. I have proposed a means of generating stories based on AI planning and have identified seven important dimensions of conflict: participants, subject, duration, directness, intensity, balance, and resolution. At this consortium, I hope to receive feedback on the model, along with suggestions for its use in an empirical evaluation.","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":"247-249"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85835900","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 chain model for social tagging game design","authors":"L. Weng, R. Schifanella, F. Menczer","doi":"10.1145/2159365.2159417","DOIUrl":"https://doi.org/10.1145/2159365.2159417","url":null,"abstract":"We introduce the Chain Model for object association games, and two social tagging games based on this model. GiveALink Slider and Great Minds Think Alike harness human power to generate large streams of high-quality social tagging data. Such social annotations are utilized to help people organize Web resources and infer semantic relationship, which in turn can enhance Web applications such as search, recommendation, navigation, and categorization. The two games leverage several design features as well as external social media resources to create entertaining incentives for the players to generate reliable annotation 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":"1 1","pages":"295-297"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79719796","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, Chris Lewis, Kenneth Hullet, Anne Sullivan
{"title":"An inclusive view of player modeling","authors":"Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan","doi":"10.1145/2159365.2159419","DOIUrl":"https://doi.org/10.1145/2159365.2159419","url":null,"abstract":"\"Player modeling\" is a loose concept. It can equally apply to everything from a predictive model of player actions resulting from machine learning to a designer's description of a player's expected reactions in response to some piece of game content. This lack of a precise terminology prevents practitioners from quickly finding introductions to applicable modeling methods or determining viable alternatives to their own techniques. We introduce a vocabulary that distinguishes between the major existing player modeling applications and techniques. Four facets together define the kind for a model: the scope of application, the purpose of use, the domain of modeled details, and the source of a model's derivation or motivation. This vocabulary allows the identification of relevant player modeling methods for particular problems and clarifies the roles that a player model can take.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"428 1","pages":"301-303"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75886166","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":"An enjoyment metric for the evaluation of alternate reality games","authors":"A. Macvean, Mark O. Riedl","doi":"10.1145/2159365.2159411","DOIUrl":"https://doi.org/10.1145/2159365.2159411","url":null,"abstract":"Alternate Reality Games layer a fictional world over the real world in order to provide players with a location-based interactive narrative experience. Building off previous work on game flow and enjoyment metrics in games, we present a metric based on the key elements that empirical studies suggest make for enjoyable ARG gameplay. We empirically validate our metric and call out key elements of ARGs that are most likely to have bearing on the success of a 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":"96 1","pages":"277-279"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75973927","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}