Search results for "game design"

showing 10 items of 49 documents

Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective

2019

Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …

predatory monetization050801 communication & media studiesEntitlementBehavioral economicsvideo gamegaming disorder0508 media and communicationsGame designArts and Humanities (miscellaneous)microtransaction: Multidisciplinary general & others [H99] [Social & behavioral sciences psychology]MarketingVideo gameGeneral PsychologyConsumer behaviour05 social sciencesComputingMilieux_PERSONALCOMPUTING:170106 - Health Clinical and Counselling Psychology [FoR]050301 educationConsumer protection: Multidisciplinaire généralités & autres [H99] [Sciences sociales & comportementales psychologie]Purchasingconsumer protectionHuman-Computer Interaction; Arts and Humanities (miscellaneous); General Psychology; Gambling; GamingHuman-Computer InteractionConsumer Bill of Rightsin-game purchasingBusiness0503 educationComputers in Human Behavior
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The Use of Game World Tasks Concepts in Higher Education

2016

The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games…

Structure (mathematical logic)Game art design060102 archaeologyHigher educationbusiness.industryGame design documentComputer science05 social sciencesFlexibility (personality)06 humanities and the arts050105 experimental psychologyGame designHuman–computer interactionSituatedMathematics education0501 psychology and cognitive sciences0601 history and archaeologybusinessGame Developer
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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…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
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Effect of the Game Design, the Goal Type and the Number of Players on Intensity of Play in Small-Sided Soccer Games in Youth Elite Players

2015

Abstract The aim of this study was to compare the effects of game design modification, the type of the goal and the number of players on the intensity of play in small-sided soccer games (SSGs) in youth elite players. Twenty young soccer players (age 13.7 ± 0.5 years, body mass 57.4 ± 7.8 kg, body height 1.67 ± 7.8 m, maximal heart rate 201.1 ± 8.2 beats/min) performed three types of SSGs (possession play (PP) vs. regular goals (RG) vs. small goals (SG)) in both four-a-side and six-a-side formats. The heart rate responses were recorded and analysed as an indicator of the intensity of play. The four-a-side format obtained higher intensity of play than six-a-side for PP (p<0.05), but not f…

footballMultimediaBody heightSection III – Sports TrainingPhysical Therapy Sports Therapy and Rehabilitationcomputer.software_genrePhysiological responsesfitnessIntensity (physics)Game designPhysiology (medical)Eliteaerobic performancelcsh:Sports medicinelcsh:RC1200-1245physiological responsescomputersoccer trainingResearch ArticleDemographyJournal of Human Kinetics
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Experience from Indoor Fire Search and Rescue Game Design for Technology Testing

2018

No matter how good the fire evacuation plan for a building is, there is a risk of immovable victims being left behind due to smoke obscuration, inhalation of poisonous gasses, or other reasons. Firefighters usually perform the search and rescue for casualties in responding to fire hazards, besides the firefighting. Among of the challenges in the search and rescue operation is how to locate victims, and to keep monitoring the fire development so that it will not accidentally harm the fire personnel. This paper presents a game designed to test a smartphone app’s feature that supports concurrent tracking of indoor victims and fire spread. 22 volunteers were assigned roles either as rescuers or…

HarmGame designAeronauticsComputer scienceSmartphone appFirefightingPlan (drawing)Service personnelSearch and rescueTest (assessment)
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Using a game environment to foster collaborative learning: a design‐based study

2011

Designing collaborative three‐dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the ‘design‐based research’ methodology are described; these have been used to support collaborative learning in the vocational context. The aim of the empirical study is to determine, firstly, what kinds of design elements were essential from the point of view of the collaboration, and secondly, what kinds of discussions students engage in during the game. In this study, three essential features of design elements stood out. Firstly, the scripted tasks have to require true c…

Cooperative learningKnowledge managementVideo game developmentComputer scienceInstructional designbusiness.industryCommunicationTeaching methodEducational technologyCollaborative learningComputer Science ApplicationsEducationGame designActive learningbusinessInformation SystemsTechnology, Pedagogy and Education
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Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries

2019

Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional and professional requirements among which usability plays a key role. The aim of the research is to steer the direction towards a game-design framework for evidence-based clinical procedure libraries (eCPL). For context analysis and game-element presentation, a "serious application" example is shown to illustrate the improvement through game-design elements. A context analysis was required to select suitable game-design elements to target system usability and solve s…

Evidence-based practiceEmergency managementComputer sciencebusiness.industryComputingMilieux_PERSONALCOMPUTINGUsability02 engineering and technologyEntertainment03 medical and health sciencesContext analysis0302 clinical medicineInteractivityGame designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringSystems design020201 artificial intelligence & image processing030212 general & internal medicinebusiness2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)
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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) …

Game mechanicsEcologymedia_common.quotation_subjectmedicine.medical_treatmentComputingMilieux_PERSONALCOMPUTINGPsychological interventionCognitive flexibilityPositive psychotherapyBehavioral activationCognitive behavioral therapyGame designmedicinePsychological resiliencePsychologyhuman activitiesmedia_commonExtended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
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Interpretive Challenges in Games

2018

This paper argues that these is a category of challenges often overlooked in game studies. It is here called "interpretive challenges" and it requires players to sort out contextual and ambiguous information.

bepress|Arts and Humanities|Art and Design|Game Designbepress|Arts and Humanities|Art and DesignSocArXiv|Arts and Humanities|Art and DesignComputingMilieux_PERSONALCOMPUTINGSocArXiv|Arts and Humanitiesbepress|Arts and HumanitiesSocArXiv|Arts and Humanities|Art and Design|Game Design
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