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In this paper, we've made an initial attempt to explore the three dimensions of pervasive game play in the context of people's everyday life. Using an advanced prototype of SupaFly, a pervasive game developed by the former company...
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In this paper, we've made an initial attempt to explore the three dimensions of pervasive game play in the context of people's everyday life. Using an advanced prototype of SupaFly, a pervasive game developed by the former company It's Alive (now part of Daydream), we've evaluated how people perceive and play the game in normal, everyday settings. Our evaluation focused on how the players judged the designers' attempts to incorporate the three dimensions in the game.
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In computational verb games, the actions of players are modeled by using computational verb rules. Computational verb games extend conventional games by introducing premature payoffs and payoffs of continuum of actions. Strategic ...
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In computational verb games, the actions of players are modeled by using computational verb rules. Computational verb games extend conventional games by introducing premature payoffs and payoffs of continuum of actions. Strategic computational verb games are studied and some examples are provided.
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Education accompanies us throughout our whole life. Many innovations in education have originated from modern technologies. However, the majority of learners-especially children or teenagers-find studying from electronic education...
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Education accompanies us throughout our whole life. Many innovations in education have originated from modern technologies. However, the majority of learners-especially children or teenagers-find studying from electronic educational sources and web-based information systems less exciting than playing today's popular computer games that, conversely, lack signs of education. In this paper, we describe an innovative concept of generating three-dimensional interactive multimedia educational games that combine the excitement and looks of popular computer games with the educational potential of e-learning, and the concept's realization by a software system called S.M.I.L.E.: Smart Multipurpose Interactive Learning Environment. One of its key features is the automatic generation of games based on a model created by teachers without needing them to be familiar with programming or game design. Moreover, we consider various learners' abilities and features that enable different users (including handicapped) to learn effectively by playing educational games easily created by teachers. We follow the idea that everyone needs access to quality education and are convinced that by enabling cooperative education not just among learners, but also between handicapped and able-bodied ones, we bring the humane dimension into education.
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The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and pr...
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The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and productive. They indicate well the significant contribution that philosophical approaches can make to further development of scholarly understandings of computer games and gaming. Each article breaks new conceptual ground in ways likely to resonate within the new discipline of computer game studies but also, beyond this, in other disciplinary fields wherein video games and digital entertainment cannot be ignored. All are either original works submitted in response to an open call for contributions, or reworked versions of papers presented at earlier Philosophy of Computer Games conferences, and not previously published elsewhere.
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Computer and video games have grown to be a major industry but, until recently, have largely been ignored by academia. The last couple of years, however, have seen the emergence of new academic programs, conferences, and journals ...
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Computer and video games have grown to be a major industry but, until recently, have largely been ignored by academia. The last couple of years, however, have seen the emergence of new academic programs, conferences, and journals dedicated to games studies. This panel discusses a variety of ways, and whys, for introducing games into computer science curricula. Panelists discuss their experiences in designing a broad range of courses including a games course for women, a software development course that uses games as projects, an introductory games programming course in Java, and an advanced graphics course that focuses on games.
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The steadily increasing popularity of computer games has led to the rise of a multi-billion dollar industry. Due to the scale of the computer game industry, developing a successful game is challenging. In addition, prior studies s...
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The steadily increasing popularity of computer games has led to the rise of a multi-billion dollar industry. Due to the scale of the computer game industry, developing a successful game is challenging. In addition, prior studies show that gamers are extremely hard to please, making the quality of games an important issue. Most online game stores allow users to review a game that they bought. Such reviews can make or break a game, as other potential buyers often base their purchasing decisions on the reviews of a game. Hence, studying game reviews can help game developers better understand user concerns, and further improve the user-perceived quality of games. In this paper, we perform an empirical study of the reviews of 6224 games on the Steam platform, one of the most popular digital game delivery platforms, to better understand if game reviews share similar characteristics with mobile app reviews, and thereby understand whether the conclusions and tools from mobile app review studies can be leveraged by game developers. In addition, new insights from game reviews could possibly open up new research directions for research of mobile app reviews. We first conduct a preliminary study to understand the number of game reviews and the complexity to read through them. In addition, we study the relation between several game-specific characteristics and the fluctuations of the number of reviews that are received on a daily basis. We then focus on the useful information that can be acquired from reviews by studying the major concerns that users express in their reviews, and the amount of play time before players post a review. We find that game reviews are different from mobile app reviews along several aspects. Additionally, the number of playing hours before posting a review is a unique and helpful attribute for developers that is not found in mobile app reviews. Future longitudinal studies should be conducted to help developers and researchers leverage this information. Although negative reviews contain more valuable information about the negative aspects of the game, such as mentioned complaints and bug reports, developers and researchers should also not ignore the potentially useful information in positive reviews. Our study on game reviews serves as a starting point for other game review researchers, and suggests that prior studies on mobile app reviews may need to be revisited.
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With computers becoming ubiquitous and high resolution graphics reaching the next level, computer games have become a major source of entertainment. It has been a tedious task for game developers to measure the entertainment value...
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With computers becoming ubiquitous and high resolution graphics reaching the next level, computer games have become a major source of entertainment. It has been a tedious task for game developers to measure the entertainment value of the computer games. The entertainment value of a game does depend upon the genre of the game in addition to the game contents. In this paper, we propose a set of entertainment metrics for the platform genre of games. The set of entertainment metrics is proposed based upon certain theories on entertainment in computer games. To test the metrics, we use an evolutionary algorithm for automated generation of game rules which are entertaining. The proposed approach starts with an initial set of randomly generated games and, based upon the proposed metrics as an objective function, guides the evolutionary process. The results produced are counterchecked against the entertainment criteria of humans by conducting a human user survey and a controller learning ability experiment. The proposed metrics and the evolutionary process of generating games can be employed by any platform game for the purpose of automatic generation of interesting games provided an initial search space is given.
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Through online games, people can collectively solve large-scale computational problems. Such games constitute a general mechanism for using brain power to solve open problems. In fact, designing such a game is much like designing ...
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Through online games, people can collectively solve large-scale computational problems. Such games constitute a general mechanism for using brain power to solve open problems. In fact, designing such a game is much like designing an algorithm - it must be proven correct, its efficiency can be analyzed, a more efficient version can supersede a less efficient one, and so on. "Games with a purpose" have a vast range of applications in areas as diverse as security, computer vision, Internet accessibility, adult content filtering, and Internet search. Any game designed to address these and other problems must ensure that game play results in a correct solution and, at the same time, is enjoyable. People will play such games to be entertained, not to solve a problem - no matter how laudable the objective.
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Recently my wife brought home from the library a charming book by Phillip Done, an elementary school teacher from California, called Close Encounters of the Third-Grade Kind (Done 2009). The book is rich in anecdotes drawn from th...
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Recently my wife brought home from the library a charming book by Phillip Done, an elementary school teacher from California, called Close Encounters of the Third-Grade Kind (Done 2009). The book is rich in anecdotes drawn from the author’s long experience in the classroom, and acts as a wonderful complement (or maybe a tonic alternative) to reading in educational research. Done doesn’t write like a researcher, but his tales are filled with the sounds and smells and emotions of the classroom, and he has–or has developed over time–tremendous insight into the personalities of the children with whom he works.
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We consider a distributed computing setting wherein a central entity seeks power from computational providers by offering a certain reward in return. The computational providers are classified into long-term stakeholders that inve...
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We consider a distributed computing setting wherein a central entity seeks power from computational providers by offering a certain reward in return. The computational providers are classified into long-term stakeholders that invest a constant amount of power over time and players that can strategize on their computational investment. In this paper, we model and analyze a stochastic game in such a distributed computing setting, wherein players arrive and depart over time. While our model is formulated with a focus on volunteer computing, it equally applies to certain other distributed computing applications such as mining in blockchain. We prove that, in Markov perfect equilibrium, only players with cost parameters in a relatively low range which collectively satisfy a certain constraint in a given state, invest. We infer that players need not have knowledge about the system state and other players' parameters, if the total power that is being received by the central entity is communicated to the players as part of the system's protocol. If players are homogeneous and the system consists of a reasonably large number of players, we observe that the total power received by the central entity is proportional to the offered reward and does not vary significantly despite the players' arrivals and departures, thus resulting in a robust and reliable system. We then study by way of simulations and mean field approximation, how the players' utilities are influenced by their arrival and departure rates as well as the system parameters such as the reward's amount and dispensing rate. We observe that the players' expected utilities are maximized when their arrival and departure rates are such that the average number of players present in the system is typically between 1 and 2, since this leads to the system being in the condition of least competition with high probability. Further, their expected utilities increase almost linearly with the offered reward and converge to a constant value with respect to its dispensing rate. We conclude by studying a Stackelberg game, where the central entity decides the amount of reward to offer, and the computational providers decide how much power to invest based on the offered reward.
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