{"title":"利用设计评估启发式和基于主体的仿真解决时空地理游戏重新定位问题","authors":"Thomas Heinz, C. Schlieder","doi":"10.1109/VS-Games.2019.8864532","DOIUrl":null,"url":null,"abstract":"Geogames are location-based games played in outdoor environments. Educators often use them to stimulate learning experiences in the context of field trips. When played in a new geographic environment, the games have to be adapted in a process called game relocation. While experienced game designers create the game mechanics of a Geogame, its relocation is generally left to non-designers, especially educators. This paper studies problems that arise when users without game-design experience relocate a Geogame. We identify common error types based on the game design documentation and recorded player data of four Geogames. We describe limitations of the heuristics currently used to avoid typical design errors (e.g. excessive total playing time). We finally show how an agent-based simulation helps to explore the design options available in Geogame relocation.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Addressing Spatio-Temporal Geogame Relocation Issues Using Design Evaluation Heuristics and Agent-based Simulation\",\"authors\":\"Thomas Heinz, C. Schlieder\",\"doi\":\"10.1109/VS-Games.2019.8864532\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Geogames are location-based games played in outdoor environments. Educators often use them to stimulate learning experiences in the context of field trips. When played in a new geographic environment, the games have to be adapted in a process called game relocation. While experienced game designers create the game mechanics of a Geogame, its relocation is generally left to non-designers, especially educators. This paper studies problems that arise when users without game-design experience relocate a Geogame. We identify common error types based on the game design documentation and recorded player data of four Geogames. We describe limitations of the heuristics currently used to avoid typical design errors (e.g. excessive total playing time). We finally show how an agent-based simulation helps to explore the design options available in Geogame relocation.\",\"PeriodicalId\":285804,\"journal\":{\"name\":\"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VS-Games.2019.8864532\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2019.8864532","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Addressing Spatio-Temporal Geogame Relocation Issues Using Design Evaluation Heuristics and Agent-based Simulation
Geogames are location-based games played in outdoor environments. Educators often use them to stimulate learning experiences in the context of field trips. When played in a new geographic environment, the games have to be adapted in a process called game relocation. While experienced game designers create the game mechanics of a Geogame, its relocation is generally left to non-designers, especially educators. This paper studies problems that arise when users without game-design experience relocate a Geogame. We identify common error types based on the game design documentation and recorded player data of four Geogames. We describe limitations of the heuristics currently used to avoid typical design errors (e.g. excessive total playing time). We finally show how an agent-based simulation helps to explore the design options available in Geogame relocation.