Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.17
Panagiotis Petridis, I. Dunwell, S. Arnab, S. Scarle, Adam Qureshi, S. Freitas, A. Protopsaltis, Kam Star
In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Face book and Twitter with Second Life, to create a platform, which allows social networking to feed into content creation within a virtual world, and facilitate and encourage real-world behaviour through virtual rewards. The project is funded by Interactive Digital Media IDM, as part of an ongoing collaboration with the Eden Project, Coventry University Serious Games Institute and PlayGen Ltd. The aim of this project is twofold: firstly to engage new visitors and to extend the Eden experience beyond the actual visits, and secondly to increase user participation amongst groups that do not traditionally visit Eden Project. In this paper we describe the unique technical and pedagogic challenges addressed when creating this platform and consider how the state-of-the-art in alternate reality gaming can be applied in an educational ('serious') context.
近年来,虚拟现实游戏作为一种新的娱乐形式进入了主流。“生活故事”项目是英国第一个解决环境问题的虚拟现实游戏。Living Stories将facebook和Twitter等社交网站与“第二人生”(Second Life)结合起来,创建了一个平台,允许社交网络在虚拟世界中进行内容创作,并通过虚拟奖励促进和鼓励现实世界的行为。该项目由Interactive Digital Media IDM资助,是Eden project、考文垂大学严肃游戏研究所和PlayGen Ltd.合作的一部分。这个项目的目的是双重的:首先是吸引新游客,并将伊甸园的体验扩展到实际访问之外,其次是增加传统上不访问伊甸园项目的群体的用户参与。在本文中,我们描述了在创建该平台时所面临的独特技术和教学挑战,并考虑了如何将替代现实游戏中的最新技术应用于教育(“严肃”)环境。
{"title":"Building Social Commmunities around Alternate Reality Games","authors":"Panagiotis Petridis, I. Dunwell, S. Arnab, S. Scarle, Adam Qureshi, S. Freitas, A. Protopsaltis, Kam Star","doi":"10.1109/VS-GAMES.2011.17","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.17","url":null,"abstract":"In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Face book and Twitter with Second Life, to create a platform, which allows social networking to feed into content creation within a virtual world, and facilitate and encourage real-world behaviour through virtual rewards. The project is funded by Interactive Digital Media IDM, as part of an ongoing collaboration with the Eden Project, Coventry University Serious Games Institute and PlayGen Ltd. The aim of this project is twofold: firstly to engage new visitors and to extend the Eden experience beyond the actual visits, and secondly to increase user participation amongst groups that do not traditionally visit Eden Project. In this paper we describe the unique technical and pedagogic challenges addressed when creating this platform and consider how the state-of-the-art in alternate reality gaming can be applied in an educational ('serious') context.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126755620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.49
V. Camilleri, M. Montebello
In this paper, we would like to present a model framework for testing the Technology Acceptance Model (TAM) initially proposed by Davis [5] with pre-service teachers using Virtual Worlds (VWs). The main hypothesis of this study states that the use of VWs will enhance technology acceptance by pre-service teachers, and will also facilitate adoption of technology applications within the classroom environment. There have been plenty of studies which have tested the TAM within work-related environments. Other breakthrough studies have also tried to apply the TAM for an education environment, investigating reasons for the possible lack of adoption of technology by teachers within the classroom environment. However, as yet, the model's effectiveness has not been investigated with immersive technology applications such as VWs and their possible use and adoption within the teacher training framework.
{"title":"Virtual World Presence for Pre-service Teachers: Does the TAM Model Apply?","authors":"V. Camilleri, M. Montebello","doi":"10.1109/VS-GAMES.2011.49","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.49","url":null,"abstract":"In this paper, we would like to present a model framework for testing the Technology Acceptance Model (TAM) initially proposed by Davis [5] with pre-service teachers using Virtual Worlds (VWs). The main hypothesis of this study states that the use of VWs will enhance technology acceptance by pre-service teachers, and will also facilitate adoption of technology applications within the classroom environment. There have been plenty of studies which have tested the TAM within work-related environments. Other breakthrough studies have also tried to apply the TAM for an education environment, investigating reasons for the possible lack of adoption of technology by teachers within the classroom environment. However, as yet, the model's effectiveness has not been investigated with immersive technology applications such as VWs and their possible use and adoption within the teacher training framework.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130331406","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.33
Grassyara Pinho Tolentino, C. Battaglini, Alam Carlos Ventura Pereira, Ricardo Jacó de Oliveria, Marilene Gesiane Mendes de Paula
This study aimes to measure the interface usability in a Serious Game for Health and compare it to a game for entertainment. The sample is composed of players with extensive experience in online games. The tool used to measure the subjective satisfaction of the users is the System Usability Scale (SUS). The results indicate significantly higher usability scores in the game for entertainment when compared to the Serious Games. There is a positive correlation between in-game experience and user satisfaction. However, both games presented satisfactory usability, above the average range, indicating that usability would not be a negative aspect in the games analyzed.
{"title":"Usability of Serious Games for Health","authors":"Grassyara Pinho Tolentino, C. Battaglini, Alam Carlos Ventura Pereira, Ricardo Jacó de Oliveria, Marilene Gesiane Mendes de Paula","doi":"10.1109/VS-GAMES.2011.33","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.33","url":null,"abstract":"This study aimes to measure the interface usability in a Serious Game for Health and compare it to a game for entertainment. The sample is composed of players with extensive experience in online games. The tool used to measure the subjective satisfaction of the users is the System Usability Scale (SUS). The results indicate significantly higher usability scores in the game for entertainment when compared to the Serious Games. There is a positive correlation between in-game experience and user satisfaction. However, both games presented satisfactory usability, above the average range, indicating that usability would not be a negative aspect in the games analyzed.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116344335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.51
Konstantinos Karadimitriou, M. Roussou
In this paper, we describe a study carried out to evaluate the players' experience with a collaborative full-body digital game; experience, in this case, is defined as both the feeling of learning and engagement. 97 primary school students (aged 10-11) were observed while interacting in groups with the game, which is installed as a permanent exhibit in an informal science education fun park. Both quantitative (pre- and post-tests, teacher questionnaires) and qualitative methods (observation, interviews) were used to collect data. Results indicate that the children perceived the educational attributes of the game as those of cooperation and practicing physical skills (e.g., equilibration of their bodies). At the same time, the game's main engagement elements were described by its players as being: social interaction, free choice, movement, its clearly defined goals and interactivity. These characteristics worked in tandem with the learning goals of the exhibit.
{"title":"Studying Player Experience in a Collaborative Embodied Interaction Game","authors":"Konstantinos Karadimitriou, M. Roussou","doi":"10.1109/VS-GAMES.2011.51","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.51","url":null,"abstract":"In this paper, we describe a study carried out to evaluate the players' experience with a collaborative full-body digital game; experience, in this case, is defined as both the feeling of learning and engagement. 97 primary school students (aged 10-11) were observed while interacting in groups with the game, which is installed as a permanent exhibit in an informal science education fun park. Both quantitative (pre- and post-tests, teacher questionnaires) and qualitative methods (observation, interviews) were used to collect data. Results indicate that the children perceived the educational attributes of the game as those of cooperation and practicing physical skills (e.g., equilibration of their bodies). At the same time, the game's main engagement elements were described by its players as being: social interaction, free choice, movement, its clearly defined goals and interactivity. These characteristics worked in tandem with the learning goals of the exhibit.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130989078","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.23
P. Mathieu, D. Panzoli, S. Picault
FORMAT-STORE is a serious game application designed for training salesmen and managers in the context of a retail store or a larger supermarket. In this paper, we argue that a relevant way to train a salesperson to their daily activities (e.g. customer relationship management, store management and stock control) consists in immersing them in a 3d environment populated with realistic virtual customers. The first part of this paper presents the multi-agent approach we apply to the design of the intelligent customers. Specifically, we analyse the contribution of the interaction-oriented methodology I ODA in facilitating the conception of a game for non computer-scientists by means of a user-friendly design tool and the automated implementation of the conceptual model. The second part includes a case study where we present the organisation of the game around scenarios modelled with respect to the pedagogical requirements. We discuss how we intend to engage the learner by carefully adjusting the difficulty of these scenarios.
{"title":"Format-Store: A Multi-agent Based Approach to Experiential Learning","authors":"P. Mathieu, D. Panzoli, S. Picault","doi":"10.1109/VS-GAMES.2011.23","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.23","url":null,"abstract":"FORMAT-STORE is a serious game application designed for training salesmen and managers in the context of a retail store or a larger supermarket. In this paper, we argue that a relevant way to train a salesperson to their daily activities (e.g. customer relationship management, store management and stock control) consists in immersing them in a 3d environment populated with realistic virtual customers. The first part of this paper presents the multi-agent approach we apply to the design of the intelligent customers. Specifically, we analyse the contribution of the interaction-oriented methodology I ODA in facilitating the conception of a game for non computer-scientists by means of a user-friendly design tool and the automated implementation of the conceptual model. The second part includes a case study where we present the organisation of the game around scenarios modelled with respect to the pedagogical requirements. We discuss how we intend to engage the learner by carefully adjusting the difficulty of these scenarios.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122074139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.14
Thomas Bashford-Rogers, K. Debattista, Carlo Harvey, A. Chalmers
The computation of indirect illumination is fundamental to simulate lighting within a virtual scene correctly and is critical when creating interactive applications, such as games for serious applications. The computation of such illumination is typically prohibitive for interactive or real-time performance if the visibility aspect of the indirect illumination is to be maintained. This paper presents a global illumination system which uses a structure termed the Approximate Visibility Grid (AVG) which enables interactive frame rates for multiple bounce indirect illumination for fully dynamic scenes on the GPU. The AVG is constructed each frame by making efficient use of the rasterisation pipeline. The AVG is then used to compute the visibility aspects of the light transport. We show how the AVG is used to traverse virtual point light sources in the context of instant radiosity, and demonstrate how our novel method enables interactive rendering of virtual scenes that require indirect illumination.
{"title":"Approximate Visibility Grids for Interactive Indirect Illumination","authors":"Thomas Bashford-Rogers, K. Debattista, Carlo Harvey, A. Chalmers","doi":"10.1109/VS-GAMES.2011.14","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.14","url":null,"abstract":"The computation of indirect illumination is fundamental to simulate lighting within a virtual scene correctly and is critical when creating interactive applications, such as games for serious applications. The computation of such illumination is typically prohibitive for interactive or real-time performance if the visibility aspect of the indirect illumination is to be maintained. This paper presents a global illumination system which uses a structure termed the Approximate Visibility Grid (AVG) which enables interactive frame rates for multiple bounce indirect illumination for fully dynamic scenes on the GPU. The AVG is constructed each frame by making efficient use of the rasterisation pipeline. The AVG is then used to compute the visibility aspects of the light transport. We show how the AVG is used to traverse virtual point light sources in the context of instant radiosity, and demonstrate how our novel method enables interactive rendering of virtual scenes that require indirect illumination.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124727682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.10
I. Paliokas, Christos Arapidis, Michail Mpimpitsos
'PlayLOGO 3D' is a LOGO-like environment to implement Game Based Learning activities especially designed for children aged 6-13 years who learn the very basic instances related to programming. Its educational effectiveness is expected to be shown after school students get involved in formal programming lessons using LOGO or other languages. It is emphasized that students need an introductory level for programming based on their intuitive knowledge before getting involved with algorithmic concepts using formal programming tools. This paper outlines an approach for: A) Using a subset of LOGO language in a 3D environment, B) Propose an alternative method for pre-programming education and C) Design a Serious Games application to address all of the above. Usability evaluation results are discussed in later sections. While the enduser evaluation is still in progress, the Expert Review Method was used for initial evaluation based on a set of heuristics for game usability, game play and educational effectiveness.
{"title":"PlayLOGO 3D: A 3D Interactive Video Game for Early Programming Education: Let LOGO Be a Game","authors":"I. Paliokas, Christos Arapidis, Michail Mpimpitsos","doi":"10.1109/VS-GAMES.2011.10","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.10","url":null,"abstract":"'PlayLOGO 3D' is a LOGO-like environment to implement Game Based Learning activities especially designed for children aged 6-13 years who learn the very basic instances related to programming. Its educational effectiveness is expected to be shown after school students get involved in formal programming lessons using LOGO or other languages. It is emphasized that students need an introductory level for programming based on their intuitive knowledge before getting involved with algorithmic concepts using formal programming tools. This paper outlines an approach for: A) Using a subset of LOGO language in a 3D environment, B) Propose an alternative method for pre-programming education and C) Design a Serious Games application to address all of the above. Usability evaluation results are discussed in later sections. While the enduser evaluation is still in progress, the Expert Review Method was used for initial evaluation based on a set of heuristics for game usability, game play and educational effectiveness.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114062626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.32
Sergio Moya, S. Grau, D. Tost, Ricard Campeny, M. Ruiz
The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial sensors providing in real time information on the orientation of the patient's shoulder, elbow and wrist. The VE is a complete scenario integrating all the objects needed to perform virtually the actions simulated by the patients. In the VE, patients are represented by 3D avatars that, using the data provided by the inertial sensors, reproduce in real time their arm movements. Since only the arm movement is monitorized, but neither the hand nor the trunk and the neck, the system must combine real movements with baked animations in order to show a realistic behavior of the 3D avatar. Moreover, it must take into account collisions between the 3D avatar and the virtual objects. Finally, it must detect when the patient is about to simulate an interaction with an object in order to realize it virtually. We describe the strategies that we have designed to provide these functionalities.
{"title":"Animation of 3D Avatars for Rehabilitation of the Upper Limbs","authors":"Sergio Moya, S. Grau, D. Tost, Ricard Campeny, M. Ruiz","doi":"10.1109/VS-GAMES.2011.32","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.32","url":null,"abstract":"The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial sensors providing in real time information on the orientation of the patient's shoulder, elbow and wrist. The VE is a complete scenario integrating all the objects needed to perform virtually the actions simulated by the patients. In the VE, patients are represented by 3D avatars that, using the data provided by the inertial sensors, reproduce in real time their arm movements. Since only the arm movement is monitorized, but neither the hand nor the trunk and the neck, the system must combine real movements with baked animations in order to show a realistic behavior of the 3D avatar. Moreover, it must take into account collisions between the 3D avatar and the virtual objects. Finally, it must detect when the patient is about to simulate an interaction with an object in order to realize it virtually. We describe the strategies that we have designed to provide these functionalities.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126101092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.28
J. Lewandowski, H. Arochena, R. Gorgui-Naguib, K. Chao
This paper describes a portable framework to support augmented reality applications with user context information. It combines user's body responses with a virtual world by monitoring user's physical activity and vital signs in order to reflect real body status in a virtual world. In this paper we present a design of our portable vital signs monitoring framework, which can be applied to support physiological or affective user context information in augmented reality applications. The pivotal part of our system consists of multiple sensor nodes, and a PDA/smart phone device that aggregates and analyses data before sending it to the virtual world's controlling device as game play parameters. The malleability of the framework's communication's channels makes it compatible with most known game/ serious applications platforms.
{"title":"A Portable Framework Design to Support User Context Aware Augmented Reality Applications","authors":"J. Lewandowski, H. Arochena, R. Gorgui-Naguib, K. Chao","doi":"10.1109/VS-GAMES.2011.28","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.28","url":null,"abstract":"This paper describes a portable framework to support augmented reality applications with user context information. It combines user's body responses with a virtual world by monitoring user's physical activity and vital signs in order to reflect real body status in a virtual world. In this paper we present a design of our portable vital signs monitoring framework, which can be applied to support physiological or affective user context information in augmented reality applications. The pivotal part of our system consists of multiple sensor nodes, and a PDA/smart phone device that aggregates and analyses data before sending it to the virtual world's controlling device as game play parameters. The malleability of the framework's communication's channels makes it compatible with most known game/ serious applications platforms.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117228118","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.21
F. G. D. Santos, Angela P. Z. Bastos, L. Andrade, K. Revoredo, P. Mattos
In this paper we argue that through a computer game named Supermarket Game it is possible to perform a test that can aid in the diagnosis of Attention Deficit Hyperactivity Disorder (ADHD). OBJECTIVE: To evaluate the predictive capability of the game to detect ADHD cases through the analysis of its data by data mining techniques. METHOD: Eighty children, classified by teachers according to the DSM-IV symptoms, participated in a playing session with the Supermarket Game. The game captured a features set from each player: Gender, age, points (from eighteen stages) and time (from eighteen stages). Two data mining algorithms were used to classify the data produced by the game according to the disorder: naive Bayes and decision tree. Four hypotheses about the best data configuration were proposed: Numerical attributes with four classes, categorical attributes with four classes, categorical attributes with two classes and attribute selection. The performance metrics used to evaluate the prediction models were sensitivity and specificity. RESULTS: The data analysis with numerical attributes doesn't produce good results. With categorical attributes, an improvement in the decision tree performance was observed. With two classes (i.e. without considering ADHD subtypes) both algorithms achieve good results. The best results were obtained by the attribute selection technique, although this approach should be considered with caution. CONCLUSION: The Supermarket Game seems to be sensitive in the task of identifying children classified as ADHD positive by the teacher, although its capability to classify the disorder subtypes is weak. In future works, other samples of individuals (including from other age groups), and other data mining algorithms should be considered in order to validate this approach.
{"title":"Assessment of ADHD through a Computer Game: An Experiment with a Sample of Students","authors":"F. G. D. Santos, Angela P. Z. Bastos, L. Andrade, K. Revoredo, P. Mattos","doi":"10.1109/VS-GAMES.2011.21","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.21","url":null,"abstract":"In this paper we argue that through a computer game named Supermarket Game it is possible to perform a test that can aid in the diagnosis of Attention Deficit Hyperactivity Disorder (ADHD). OBJECTIVE: To evaluate the predictive capability of the game to detect ADHD cases through the analysis of its data by data mining techniques. METHOD: Eighty children, classified by teachers according to the DSM-IV symptoms, participated in a playing session with the Supermarket Game. The game captured a features set from each player: Gender, age, points (from eighteen stages) and time (from eighteen stages). Two data mining algorithms were used to classify the data produced by the game according to the disorder: naive Bayes and decision tree. Four hypotheses about the best data configuration were proposed: Numerical attributes with four classes, categorical attributes with four classes, categorical attributes with two classes and attribute selection. The performance metrics used to evaluate the prediction models were sensitivity and specificity. RESULTS: The data analysis with numerical attributes doesn't produce good results. With categorical attributes, an improvement in the decision tree performance was observed. With two classes (i.e. without considering ADHD subtypes) both algorithms achieve good results. The best results were obtained by the attribute selection technique, although this approach should be considered with caution. CONCLUSION: The Supermarket Game seems to be sensitive in the task of identifying children classified as ADHD positive by the teacher, although its capability to classify the disorder subtypes is weak. In future works, other samples of individuals (including from other age groups), and other data mining algorithms should be considered in order to validate this approach.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115382641","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}