| Looking for the heart of interactive media: reflections on video games' emotional expression | | BIBAK | Full-Text | 8-17 | |
| Rui Craveirinha; Licínio Roque | |||
| Ever since they first originated, video games have been perceived as an
inferior form of media expression. One major concern has been that they do not
seem able to elicit a wide spectrum of emotions, thus being perceived as
emotionally shallow. Sustained by a theoretical overview of the nature of play
activities and studies on emotion elicitation by video games, this paper
hypothesizes on a relationship between certain elements of traditional games
and subsequent elicited emotions. From these ensue concerns regarding the
narrow spectre of emotions elicited by certain prototypical game structures
employed by the game design process. Keywords: emotion, game design | |||
| Comparison of playtesting and expert review methods in mobile game evaluation | | BIBAK | Full-Text | 18-27 | |
| Hannu Korhonen | |||
| Selecting an evaluation method for product evaluations depends on many
issues, such as the development stage of the product, time schedule, resources,
and money that can be invested on the evaluation. The user testing and expert
review methods are probably the most common ones when productivity software is
being evaluated. Conducting a playtesting with players is commonly used by game
designers, but the expert review method has not received that much attention,
although it has proven to be an efficient and useful method. In this paper, we
present a comparison study of the playtesting and expert review methods in
mobile game evaluation. Our objective is to compare the effectiveness of the
expert review method with playtesting. Results indicate that the expert review
method is able to identify playability problems as accurately as playtesting,
but in addition, it identifies problems that are crucial for the playability of
the game. Keywords: comparison study, evaluation method, expert review, playability heuristics,
playtesting | |||
| PLEX Cards: a source of inspiration when designing for playfulness | | BIBAK | Full-Text | 28-37 | |
| Andrés Lucero; Juha Arrasvuori | |||
| Playfulness can be observed in all areas of human activity. It is an
attitude of making activities more enjoyable. Designing for playfulness
involves creating objects that elicit a playful approach and provide enjoyable
experiences. In this paper we introduce the design and evaluation of the PLEX
Cards and its two related idea generation techniques. The cards were created to
communicate the 22 categories of a Playful Experiences framework to designers
and other stakeholders who wish to design for playfulness. We have evaluated
the practical use of the cards by applying them in three design cases. The
results show that the PLEX Cards are a valuable source of inspiration when
designing for playfulness and the techniques help create a large amount of
ideas in a short time. Keywords: card, design methods, inspiration, playfulness, workshop | |||
| Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model | | BIBAK | Full-Text | 38-47 | |
| Lizzy Bleumers; An Jacobs; Tim Van Lier | |||
| In this paper, we reflect on the opportunities and limitations of using the
Pervasive GameFlow (PGF) model for evaluating player experience in pervasive
games. In particular, we critically assess its applicability to pervasive games
that are not technology-based. This assessment results from a review of two
pervasive outdoor group games by means of the PGF model. While the first game
(i.e. The Target) involves the use of digital technology, the latter (i.e.
Magic Spell) does not. In order to produce an in-depth review, we observed
groups during game play and we assessed players' experiences by means of a
questionnaire. Keywords: case studies, group play, outdoor games, pervasive games, player experience | |||
| ajME: making game engines autonomic | | BIBAK | Full-Text | 48-57 | |
| Pedro Martins; Julie A. McCann | |||
| Autonomic Computing is now showing its value as a solution to the increased
complexities of maintaining computer systems and has been applied to many
different fields. In this paper, we demonstrate how a gaming application can
benefit from autonomic principles. Currently, minimal adaptivity has been used
in games and is typically manifested as bespoke mechanisms that cannot be
shared, extended, reused etc. In this paper we show the advantages of Autonomic
Computing in terms of not only improved performance, but also show that
decoupling adaptivity mechanisms from the managed game can be done efficiently
whilst improving its software engineering.
To this end we implement and evaluate a proof of concept architecture using the popular Java game engine jMonkeyEngine and in doing so produce autonomic extensions for the jMonkeyEngine (namely ajME). We show that this framework enables easy adoption of autonomic computing in games created using this games engine but also how this relates to other engines. We conclude that autonomic computing in gaming is viable (i.e. performance is improved while leaving the game quality minimally changed), has advantages over other approaches from a software engineering point of view and all with a minimal overhead. We then discuss the difficulties that are still present in the implementation of autonomic gaming systems, and suggest some further work that could be done in order to improve this area. Keywords: autonomic computing, game engine, self-adaptive, self-healing systems,
software engineering | |||
| Emotion control system for MIDI excerpts: MOR2ART | | BIBAK | Full-Text | 58-65 | |
| Noritaka Moriguchi; Emi Wada; Masanobu Miura | |||
| Emotional expression when performing music (singing or playing musical
instruments) requires skill, but such a skill is generally difficult to learn.
Computer systems that can make it easy for non-musicians to express any emotion
have been proposed [1]. These systems can be used to express five or six
emotions during a musical performance, but cannot be used to control the degree
of an emotion such as savage or calm anger. It is necessary for the user, not
only musicians but also non-musicians, to continuously manipulate emotions with
immediate results for the audience. Therefore, we propose a system for
controlling degrees of emotions in MIDI files. We call our proposed system Mood
Operator Realized as an Application of Affective Rendering Techniques
(MOR2ART), and it is designed to control expressed emotion during a musical
performance using excerpts of a standard MIDI file (SMF) format. In musical
performances, an emotion is expressed by the use of several performance
profiles [2]. An emotion plane, which was defined in a previous study, is used
in our system to allow manipulation of a pointer for continuously changing
several performance profiles, such as timbre, tempo, number of performance
tracks, and loudness of a given excerpt in that plane. Therefore, users can
easily control the emotional expression in an excerpt. The emotions are
expressed in the music when played back to the listener. Listeners can easily
identify the expressed emotion with this playback. In an experimental
evaluation, we confirmed that MOR2ART enables a non-musician to express emotion
through his/her performance. Keywords: MIDI, emotion, music | |||
| Recognizing self in puppet controlled virtual avatars | | BIBAK | Full-Text | 66-73 | |
| Ali Mazalek; Michael Nitsche; Sanjay Chandrasekharan; Tim Welsh; Paul Clifton; Andrew Quitmeyer; Firaz Peer; Friedrich Kirschner | |||
| Recent work in neuroscience suggests that there is a common coding in the
brain between perception, imagination and execution of movement. Further, this
common coding is considered to allow people to recognize their own movements
when presented as abstract representations, and coordinate with these movements
better. We are investigating how this 'own movement effect' could be extended
to improve the interaction between players and game avatars, and how it might
be leveraged to augment players' cognition. To examine this question, we have
designed and developed a tangible puppet interface and 3D virtual environment
that are tailored to investigate the mapping between player and avatar
movements. In a set of two experiments, we show that when the puppet interface
is used to transfer players' movements to the avatar, the players are able to
recognize their own movements, when presented alongside others' movements. In
both experiments, players did not observe their movements being transferred to
the avatar, and the recognition occurred after a week of the transfer. Since
the recognition effect persisted even with these two handicaps, we conclude
that this is a robust effect, and the puppet interface is effective in
personalizing an avatar, by transferring a player's own movements to the
virtual character. Keywords: body memory, common coding, creativity, puppet, tangible user interface,
video game, virtual character | |||
| Out of sight, out of mind: co-player effects on seniors' player experience | | BIBAK | Full-Text | 74-83 | |
| Brian J. Gajadhar; Henk Herman Nap; Yvonne A. W. de Kort; Wijnand A. IJsselsteijn | |||
| Digital games are an excellent means to meet and socialize with others in
leisure time. Online co-play could in particular be of great value for isolated
and less mobile seniors. However, recent findings suggest that seniors have
negative perceptions about mediated co-play over the Internet. Since no
empirical results are available for senior gamers, we studied seniors' player
experience in three play configurations with increasing levels of social
presence: virtual, mediated, and co-located co-play. Results showed that -- in
contrast to young adults -- the increase in a positive player experience as a
result from the presence of social elements does not entirely hold for senior
gamers. Online co-play is experienced as least enjoyable and seniors' sense of
social presence is not affected when a computer controlled co-player is
substituted by a distant human co-player. Keywords: game experience questionnaire, player experience, senior gamers, social
gaming, social presence | |||
| Designing meaningful play within the psycho-social context of older adults | | BIBAK | Full-Text | 84-93 | |
| Bob De Schutter; Vero Vanden Abeele | |||
| In this paper we report on a qualitative study, investigating the meaning of
digital games in the lives of older adults. Using a combination of
semi-structured interviews and observations (n=35) we research the meaning of
digital games from a lifespan perspective, and explore the specific role of
playing digital games in a social setting. We conclude that the meaning of
these games is derived from the extent to which games are perceived to 1)
foster connectedness, 2) cultivate oneself and others, and 3) contribute to
society. Finally, we use these findings to formulate design guidelines to
facilitate digital gaming experiences that are meaningful with regards to the
psychosocial context of this specific demographic. Keywords: elderly, game design, meaningful play, older adults, seniors | |||
| Videogames in therapy: a therapist's perspective | | BIBAK | Full-Text | 94-98 | |
| Jan-Henk Annema; Mathijs Verstraete; Vero Vanden Abeele; Stef Desmet; David Geerts | |||
| This paper describes a user and task analysis that was conducted in order to
examine the role of therapists in the use of video games in therapy. The
results show that video games were used often, but improvements could be made
to make them more effective for the therapist. From these results
recommendations for video game design were derived. Recommendations include
that a therapeutic video game should be easy to startup and configure, should
allow the therapist to support a patient during play, and should support the
therapist in tracking a patient's performance. Keywords: rehabilitation, requirements, therapy, user centered design, video games | |||
| Prolonged play with the ColorFlares: how does open-ended play behavior change over time? | | BIBAK | Full-Text | 99-106 | |
| Lisa op't Hof; Jente de Pee; Janienke Sturm; Tilde Bekker; Jos Verbeek | |||
| This paper describes an explorative user study with interactive objects for
open-ended play, i.e. play with flexible game goals and rules. Children were
asked to play with interactive objects, called the ColorFlares, in three free
play sessions over a period of three weeks. We measured social interaction in
terms of social play and social communication. We found that group play over
all three sessions remained high. We also found that communication in the first
session was mainly about the possibilities of the ColorFlares. Later on,
communication was related more to the games that were played, giving each other
feedback. We also discuss the personal and situational factors that have
influence on the test results. Keywords: design for children, interactive play objects, open-ended play, prolonged
use, social interaction | |||
| Uncharted waters?: exploring experts' opinions on the opportunities and limitations of serious games for foreign language learning | | BIBAK | Full-Text | 107-115 | |
| De Grove Frederik; Mechant Peter; Van Looy Jan | |||
| The use of serious games has seen a remarkable growth in the past decade.
This resulted in a substantial number of people with hands-on experience.
However, to our knowledge, no research has been performed to harvest this
source of information. By means of a survey with closed and open-ended
questions, we explore the opinions of 50 serious game and CALL experts on
serious games' potential for foreign language learning. The first part of the
paper discusses attitudes on serious games and learning. In general, we discern
a rather strong belief in the potential of learning games. The second part of
the paper zooms in on foreign language learning through games whereby some
remarkable results emerge on the possibilities and limitations of foreign
language learning games. Next, we discuss respondents' opinions on issues
regarding the integration of foreign language learning games in a classroom
context and on their design. The final part of the paper elaborates on a SWOT
analysis of foreign language learning games resulting in a nuanced view on the
opportunities and limitations of foreign language learning games. As a
consequence, this paper not only identifies topics which bear a broad consensus
among experts, but also shows that strong differences in opinion exist. Keywords: SWOT, experts, foreign language learning, gaming, limitations,
opportunities, qualitative, quantitative, serious games, survey | |||
| To persevere is to save the world: exploring expertise in gaming | | BIBAK | Full-Text | 116-125 | |
| J. L. D. Neys; J. Jansz; E. S. H. Tan | |||
| This paper applies a psychological theory of motivation (Self-determination
theory) to gamer motivation and persistence. By comparing three different
expertise groups (casual gamers, heavy gamers, hardcore gamers) we found that
the more experienced gamers not surprisingly exhibit the highest levels of
persistence, need satisfaction and motivation, where intrinsic motivation is
more important than extrinsic motivation. A similar structure is found for the
less experienced gamers, even if their general levels of need fulfillment and
motivation are lower. When comparing the motivational structure of the three
groups with use of structural equation modeling we found that the difference
between the more and less experienced gamers becomes more apparent. While
casual and heavy gamers exhibit identical structures in their motivational
mechanism, hardcore gamers differ significantly regarding the importance of
relatedness when trying to explain their heightened levels of persistence. Keywords: expertise, gamers, motivation, persistence, self-determination theory | |||
| Player identification in online games: validation of a scale for measuring identification in MMORPGs | | BIBAK | Full-Text | 126-134 | |
| Jan Van Looy; Cédric Courtois; Melanie De Vocht | |||
| In this paper, we present a Player Identification (PI) scale for measuring
identification in MMORPGs. Three main dimensions were derived from the
literature (1) Avatar (character) Identification, (2) Group (guild)
Identification and (3) Game (community) Identification whereby Avatar
Identification is a second-order factor consisting of (1a) Perceived
Similarity, (1b) Wishful Identification and (1c) Embodied Presence. Based on
the results of a cross-sectional survey of 544 World of Warcraft players the
measurement instrument's proposed factorial structure was confirmed.
Subsequently, the constructs were successfully tested both for convergent and
discriminant validity. Finally, evidence for nomological validity was gathered
by testing ten theoretically rooted hypotheses regarding the effects of Player
Identification. The results showed that Avatar Identification positively
predicts Empathy, Proteus effect and the motivations role-play, customization
and escapism. Group Identification predicts socializing and relationship, and
Game Identification predicts advancement, mechanics and escapism. Keywords: MMORPG, World of Warcraft, avatar, identification, measurement scale | |||
| Forces in play: the business and culture of videogame production | | BIBAK | Full-Text | 135-143 | |
| Robin Potanin | |||
| This paper is a cultural analysis of the business of videogame production,
the industry's personalities, its development practices and market influences.
It is a critique of the 'I' methodology of game design and its influence on
game content, especially characterization. It provides insight into the impact
of US publishers and markets on Australian game development 2004-2009. Results
of related studies and literature are reviewed and supplemented with anecdotal
reports to construct a picture of the current forces in play in videogame
production. While it may be fun to play games, it is often far from fun to make
them. Keywords: 'I' methodology, character design, cultural analysis, game design, videogame
production | |||
| Rule customization in head-up games | | BIBAK | Full-Text | 144-148 | |
| Eric Toering; Iris Soute; Panos Markopoulos | |||
| This research examines the feasibility of rule customization for a genre of
pervasive games for children called Head-Up Games [11], which are intended to
be played outdoors by children and to encourage physical activity and social
interaction. An interface to allow customization of game rules was created. An
evaluation involving 22 children aged 11-13, showed that children are able to
customize the game and this can be an effective means of keeping them engaged
with such games for longer periods. Keywords: children, customization, head up games, outdoor, pervasive gaming, rules | |||
| Design, implementation and evaluation of audio for a location aware augmented reality game | | BIBAK | Full-Text | 149-156 | |
| Natasa Paterson; Katsiaryna Naliuka; Soren Kristian Jensen; Tara Carrigy; Mads Haahr; Fionnuala Conway | |||
| In this paper, the development and implementation of a rich sound design,
reminiscent of console gaming for a location aware game, Viking Ghost Hunt
(VGH) is presented. The role of audio was assessed with particular attention to
the effect on immersion and emotional engagement. Because immersion also
involves the interaction and the creation of presence (the feeling of being in
a particular place) these aspects of the sound design were also investigated.
Evaluation of the game was undertaken over a three-day period with the
participation of 19 subjects. The results gained imply that audio plays an
important role in immersing a player within the game space and in emotionally
engaging with the virtual world. However, challenges in regards to GPS
inaccuracy and unpredictability remain, as well as device processor
constraints, in order to create an accurate audio sound field and for the
real-time rendering of audio files. Keywords: engagement, immersion, location aware gaming, sound design | |||
| panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network | | BIBAK | Full-Text | 157-165 | |
| Juha Tiensyrjä; Timo Ojala; Toni Hakanen; Ossi Salmi | |||
| We present the design, implementation and evaluation of a novel pervasive
location-aware multiplayer game. In the game teams of players try to score
points by conquering the real-world access points of a large municipal wireless
network. The game is implemented as a web service so that playing the game does
not require any dedicated game software or hardware, but a general purpose WLAN
device such as a laptop or a smart phone equipped with a web browser is
sufficient. The game was empirically evaluated with a four-week long tournament
involving 96 players in 31 teams. The players found pervasiveness,
location-awareness, social interaction and addictivity as the best parts of the
game. The main finding of our study is that location-awareness combined with a
rather modest level of pervasiveness can go a long way in creating engaging
gaming experiences. Keywords: pervasive computing, pervasive gaming | |||
| OutRandom: addressing an underrated skill | | BIBAK | Full-Text | 166-170 | |
| Tiago Borges Coelho; Maarten Wesselius; Christina Papakonstantinou | |||
| This paper describes the concept, design and results of a computer game that
addresses human's ability to produce random binary sequences. The game was
realized in the form of an interactive installation and featured at several
events. Because of its inherent motivational characteristics, it is well suited
for scientific research on the production and assessment of randomness by
humans. Keywords: crowdsourcing, game design, human factors, independent games, random,
research through gaming, serious games | |||