Search results for "Game mechanics"
showing 10 items of 23 documents
Strategic Thinking under social influence: Scalability, stability and robustness of allocations
2016
This paper studies the strategic behavior of a large number of game designers and studies the scalability, stability and robustness of their allocations in a large number of homogeneous coalitional games with transferable utilities (TU). For each TU game, the characteristic function is a continuous-time stochastic process. In each game, a game designer allocates revenues based on the extra reward that a coalition has received up to the current time and the extra reward that the same coalition has received in the other games. The approach is based on the theory of mean-field games with heterogeneous groups in a multi-population regime.
Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game
2009
This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to examine the affordances offered by interaction during the activity of playing a video game for additional language learning. We focus on one type of interactional practice, lexical and prosodic repetition, as a recurring resource through which players attend to the game and collaboratively build their understanding and experience of game events. We arg…
Exploring the Enjoyment of Playing Browser Games
2009
Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discuss…
Multiplayer 3D Game in Supporting Team-Building Activities in a Work Organization
2012
The aim of this study was to enhance and analyze communication and team-building activities in work teams that played a 3D multiplayer game. This paper reports the preliminary findings of the multi-methodological empirical study on players' perceived effects of the game play on team-building.
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
2016
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.
Designing and evaluating collaboration in a virtual game environment for vocational learning
2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of the script developed for this game, as well as the empirical study with multiple data collection methods, data analysis, results and conclusions for further work. The aim of the study was twofold. Firstly, we aimed to develop a game environment to simulate the work context of a vocational design process, and secondly, to investigate how effective …
Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…
2019
Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…
Narrative Definitions for Game Design
2010
Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…
Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression
2021
Depression is the world’s most prevalent mental disorder and the primary source of disability adjusted life years (DALY). While traditional face-to-face therapies have been shown to be effective, alternative delivery methods, e.g. internet-based therapies, have been investigated to overcome barriers to access, such as lack of availability of therapists and infrastructure. This article presents the design of a mobile serious game as a novel psychological momentary ecological intervention for depressive symptoms. We discuss how selected principles and techniques of common psychological frameworks used to tackle depression, namely Cognitive Behavioral Therapy (including Behavioral Activation) …
From Global Games to Re-contextualized Games: The Design Process of TekMyst
2011
Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…