Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Subjective Experience and Sociability in a Collaborative Serious Game

2013

The meaning of social dimension of gaming for enjoyable and engaging game experiences is supported by an increasing amount of research. Nonetheless, this issue has rarely been studied in the context of serious games. This study attempts to narrow the knowledge gap in the understanding of collaborative serious game experiences and the relationship between the social dimension of gaming and core game experiences. The aim of this study is to empirically investigate what kinds of game experiences are generated when playing collaborative serious game and how the sense of social presence and the sociability of the environment are connected to the core game experience. Findings reinforce the idea…

Game mechanicsmedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGGeneral Social SciencesEmpathyCollaborative learningSerious gamePsychologyCompetence (human resources)Social psychologySocial dimensionComputer Science Applicationsmedia_commonSimulation & Gaming
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On Addressing the Challenges of Complex Stochastic Games Using “Representative” Moves

2018

The problem of achieving competitive game play in a board game, against an intelligent opponent, is a well-known and studied field of Artificial Intelligence (AI). This area of research has seen major breakthroughs in recent years, particularly in the game of Go. However, popular hobby board games, and particularly Trading Card Games, have unique qualities that make them very challenging to existing game playing techniques, partly due to enormous branching factors. This remains a largely unexamined domain and is the arena we operate in. To attempt to tackle some of these daunting requirements, we introduce the novel concept of “Representative” Moves (RMs). Rather than examine the complete l…

Game playingComputer scienceNode (networking)Branching factorComputingMilieux_PERSONALCOMPUTINGContext (language use)02 engineering and technology010501 environmental sciencesAdversary01 natural sciencesField (computer science)Domain (software engineering)Human–computer interaction0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingHobby0105 earth and related environmental sciences
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Simulation as a game design tool

2009

In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.

Game testingGame designGame programmingGame design documentHuman–computer interactionComputer scienceDesign toolComputingMilieux_PERSONALCOMPUTINGGame development toolcomputer.software_genrecomputerFirst playable demoSimulation softwareProceedings of the International Conference on Advances in Computer Entertainment Technology
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Game Mechanics in the Design of a Collaborative 3D Serious Game

2014

Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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THE SHAPLEY-SOLIDARITY VALUE FOR GAMES WITH A COALITION STRUCTURE

2013

A value for games with a coalition structure is introduced, where the rules guiding cooperation among the members of the same coalition are different from the interaction rules among coalitions. In particular, players inside a coalition exhibit a greater degree of solidarity than they are willing to use with players outside their coalition. The Shapley value is therefore used to compute the aggregate payoffs for the coalitions, and the solidarity value to obtain the payoffs for the players inside each coalition.

General Computer ScienceCoalitional value Shapley value Owen value Solidarity value C71ComputingMilieux_PERSONALCOMPUTINGMathematicsofComputing_GENERALStructure (category theory)TheoryofComputation_GENERALComputingMethodologies_ARTIFICIALINTELLIGENCEShapley valueSolidarityjel:M2MicroeconomicsCore (game theory)Value (economics)jel:C0Economicsjel:D5Statistics Probability and UncertaintyBusiness and International Managementjel:B4jel:C6jel:D7Mathematical economicsjel:C7International Game Theory Review
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Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge

2014

This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter-sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 x 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the pr…

General Computer Sciencemedia_common.quotation_subjecteducationApplied psychologyComputingMilieux_PERSONALCOMPUTINGPrimary educationGame based learningSession (web analytics)EducationReward systemReading (process)Duration (project management)Set (psychology)Psychologyhuman activitiesSocial psychologyta515Training periodmedia_commonComputers and Education
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The recreational science as a tool to motivate and improve the acquisition of argumentation skills

2013

The present work consists essentially of an analysis of the use of recreational science (games, toys and recreational experiences playful dial) in formal learning, checking improving student motivation and acquisition of scientific-argumentative to incorporate classroom activities containing elements such recreational.

GeographyWork (electrical)business.industryPedagogyComputingMilieux_PERSONALCOMPUTINGeducational; recreational science; motivation; argumentationArtificial intelligencebusinessRecreationdidáctica; ciencia recreativa; motivación; argumentaciónFormal learningEducationArgumentation theory
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Game learning analytics for understanding reading skills in transparent writing system

2020

Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…

GraphoLearnlearning analyticsletter knowledgeserious gamesoppimisvaikeudethyötypelitComputingMilieux_PERSONALCOMPUTINGtietokoneavusteinen oppiminenreading difficultieslukihäiriötoppimispelit
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2018

The objective of this article is to study some of the intended and unintended effects on academe of the evolving global ranking game. I will start with some broader points on the global ranking gam...

Higher educationbusiness.industryEducational qualitymedia_common.quotation_subject05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationPublic relations050905 science studiesEducationRanking (information retrieval)ExcellenceSociology0509 other social sciencesObjectificationComparative educationbusinessSymbolic power0503 educationReputationmedia_commonStudies in Higher Education
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Event legacy framework and measurement

2018

This article presents the development of a new approach for measuring mega sport event legacy and is based on the Olympic Games as a reference. The legacy of mega sport events has gained ever more ...

HistoryEvent (computing)05 social sciencesComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONComputingMilieux_PERSONALCOMPUTING030229 sport sciencesMega-Data scienceGeneralLiterature_MISCELLANEOUS03 medical and health sciences0302 clinical medicineComputerApplications_MISCELLANEOUSTourism Leisure and Hospitality Management0502 economics and business050212 sport leisure & tourismSocial Sciences (miscellaneous)International Journal of Sport Policy and Politics
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