Pub Date : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052647
Alaa Ibrahim Mahmood, S. M. Yusof, M. I. Jambak
The momentum contemplate evaluates the relationship among online social recreations and the e-learning utilization by look at the impact of social, subjective and teaching nearness on e-learning use between female understudies by method for playing on the web social diversions. This study utilizes an exploratory research plan, comfort test procedure. The outcomes propose that all scales are basically related with E-learning use. It is found that E-learning uses is emphatically tremendous and has a direct related with social nearness. The relationship between E-learning use and psychological nearness has a decidedly strong enormous connection; in like manner, the relationship between E-learning use and teaching nearness has an emphatically strong colossal connection. The disclosures inferred that the characteristic of online social amusements; both intellectual and teaching nearness impact E-learning utilization.
{"title":"The impact of online social games on E-learning usage among female students","authors":"Alaa Ibrahim Mahmood, S. M. Yusof, M. I. Jambak","doi":"10.1109/ICGGAG.2016.8052647","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052647","url":null,"abstract":"The momentum contemplate evaluates the relationship among online social recreations and the e-learning utilization by look at the impact of social, subjective and teaching nearness on e-learning use between female understudies by method for playing on the web social diversions. This study utilizes an exploratory research plan, comfort test procedure. The outcomes propose that all scales are basically related with E-learning use. It is found that E-learning uses is emphatically tremendous and has a direct related with social nearness. The relationship between E-learning use and psychological nearness has a decidedly strong enormous connection; in like manner, the relationship between E-learning use and teaching nearness has an emphatically strong colossal connection. The disclosures inferred that the characteristic of online social amusements; both intellectual and teaching nearness impact E-learning utilization.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116994921","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052668
A. Ali, Ahmed Elnaggarz, Dirk Reichardtz, Slim Abdennadher
Virtual Reality (VR) is a very promising field that allows the users to explore a 3D world and immerse in it. Driving Simulators are one of the most common VR applications that integrate the users within a learning experience. This project focuses on the most important driving behaviors that have to be adapted by any driver, such as switching lanes and giving priority to pedestrians in order to reduce the rate of car accidents. The main objective is to implement a driving simulator where the driver can exercise these behaviors in a form of 4 gamified scenarios with a scoring system and analyzing techniques. Microsoft sidewinder force feedback is used as an input to enhance the multisensory experience. VR tracking system is used as part of the system that analyzes the player's behavior to alter the scene and expose the driver to unexpected situations. The system includes different algorithms as well that measure the performance of each driver and track the improvements that occur to the targeted behaviors. The feedback of the players was gathered using a survey, while the improvement in their performance was measured using observation of each of their behaviors. The survey's results showed that 88% of the test subjects believe that this teaching experience may help correcting the addressed driving behaviors and 84% of them found it amusing. The statistical analysis of the change of the drivers' behaviors shows an average increase of 21% of the correct actions and an average decrease of 17% of the wrong actions.
{"title":"Gamified virtual reality driving simulator for asserting driving behaviors","authors":"A. Ali, Ahmed Elnaggarz, Dirk Reichardtz, Slim Abdennadher","doi":"10.1109/ICGGAG.2016.8052668","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052668","url":null,"abstract":"Virtual Reality (VR) is a very promising field that allows the users to explore a 3D world and immerse in it. Driving Simulators are one of the most common VR applications that integrate the users within a learning experience. This project focuses on the most important driving behaviors that have to be adapted by any driver, such as switching lanes and giving priority to pedestrians in order to reduce the rate of car accidents. The main objective is to implement a driving simulator where the driver can exercise these behaviors in a form of 4 gamified scenarios with a scoring system and analyzing techniques. Microsoft sidewinder force feedback is used as an input to enhance the multisensory experience. VR tracking system is used as part of the system that analyzes the player's behavior to alter the scene and expose the driver to unexpected situations. The system includes different algorithms as well that measure the performance of each driver and track the improvements that occur to the targeted behaviors. The feedback of the players was gathered using a survey, while the improvement in their performance was measured using observation of each of their behaviors. The survey's results showed that 88% of the test subjects believe that this teaching experience may help correcting the addressed driving behaviors and 84% of them found it amusing. The statistical analysis of the change of the drivers' behaviors shows an average increase of 21% of the correct actions and an average decrease of 17% of the wrong actions.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128039931","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052646
Tubagus Zufri, Dodi Hilman, Wahyudi Pratama
The development of gaming applications around the world, growing so fast, so does in Indonesia. This sparked the game makers in this country to be more creatively, create different variants of the game, and spoiling the game consumers which increasingly growing, rapidly. Character is not just a “Visual Form” but at the same time, also a representation of an ideological, who designed, that is able to communicate more intimately and intense through specific visual language. Character, consciously or unconsciously, have basic roles as an ambassador of the message and the idea that is being built by the makers of the game.
{"title":"Character design as bridging tools of ideological message in game","authors":"Tubagus Zufri, Dodi Hilman, Wahyudi Pratama","doi":"10.1109/ICGGAG.2016.8052646","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052646","url":null,"abstract":"The development of gaming applications around the world, growing so fast, so does in Indonesia. This sparked the game makers in this country to be more creatively, create different variants of the game, and spoiling the game consumers which increasingly growing, rapidly. Character is not just a “Visual Form” but at the same time, also a representation of an ideological, who designed, that is able to communicate more intimately and intense through specific visual language. Character, consciously or unconsciously, have basic roles as an ambassador of the message and the idea that is being built by the makers of the game.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114453283","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052661
Freddy Indra Wiryadi, R. Kosala
The importance of visual elements in video games is increasing, and players demand high quality graphics. To reach more of the target market, game developers need to maintain good performance while still delivering high quality graphical effects. Game developers want to use the most efficient ways to render game graphics, specifically particle systems, one of the most resource intensive elements in a game. Geometry shader is a new technology that was proposed to offer the right capability in rendering particle systems. The aim of this paper is to find out whether geometry shader is more efficient to render particle systems by analyzing the performance differences and resource consumption between rendering particle systems using a CPU and geometry shader. These research experiments support the power of a GPU-based geometry shader approach to render particle systems compared to the CPU rendering of particle systems. Geometry shader is shown to be effective and provides sufficient benefits for optimizing the geometry generations. However, the benefits of the geometry shader approach diminish when the particle size increases and the screen resolution gets higher.
{"title":"Particle rendering using geometry shader","authors":"Freddy Indra Wiryadi, R. Kosala","doi":"10.1109/ICGGAG.2016.8052661","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052661","url":null,"abstract":"The importance of visual elements in video games is increasing, and players demand high quality graphics. To reach more of the target market, game developers need to maintain good performance while still delivering high quality graphical effects. Game developers want to use the most efficient ways to render game graphics, specifically particle systems, one of the most resource intensive elements in a game. Geometry shader is a new technology that was proposed to offer the right capability in rendering particle systems. The aim of this paper is to find out whether geometry shader is more efficient to render particle systems by analyzing the performance differences and resource consumption between rendering particle systems using a CPU and geometry shader. These research experiments support the power of a GPU-based geometry shader approach to render particle systems compared to the CPU rendering of particle systems. Geometry shader is shown to be effective and provides sufficient benefits for optimizing the geometry generations. However, the benefits of the geometry shader approach diminish when the particle size increases and the screen resolution gets higher.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115909675","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052664
A. Fathoni, Dea Delima
Japanese pop culture penetration in Indonesia, become lifestyles for many teenagers here. The fanatic fans of Japanese culture which are very dedicated to their Japanese related hobby, such as manga, anime or video games, is growing rapidly in numbers recently. They continually build a lot of communities that share the same interest of Japanese culture; therefore it is increasing interest of Japanese language as well. The purpose of this research is to study about how “Musou Roman” game can help Japan culture enthusiasts to learn the most complicated Japanese letters, kanji, beside katakana and hiragana letters through gamification. This paper examines the benefit of an RPG (Role-Playing Game) to learn other language and their complicated letters, in this case Japanese kanji. Suggestions for research are made, with particular reference to how gamification, can bridge learning outcomes as well as gameplay experience. This paper will contribute as potential solution to demystification in learning Japanese Kanji.
{"title":"Gamification of learning kanji with “Musou Roman” game","authors":"A. Fathoni, Dea Delima","doi":"10.1109/ICGGAG.2016.8052664","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052664","url":null,"abstract":"Japanese pop culture penetration in Indonesia, become lifestyles for many teenagers here. The fanatic fans of Japanese culture which are very dedicated to their Japanese related hobby, such as manga, anime or video games, is growing rapidly in numbers recently. They continually build a lot of communities that share the same interest of Japanese culture; therefore it is increasing interest of Japanese language as well. The purpose of this research is to study about how “Musou Roman” game can help Japan culture enthusiasts to learn the most complicated Japanese letters, kanji, beside katakana and hiragana letters through gamification. This paper examines the benefit of an RPG (Role-Playing Game) to learn other language and their complicated letters, in this case Japanese kanji. Suggestions for research are made, with particular reference to how gamification, can bridge learning outcomes as well as gameplay experience. This paper will contribute as potential solution to demystification in learning Japanese Kanji.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"147 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123163698","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052654
Michael Desmond, R. Bahana
Nowadays, gaming industry has become one of the fastest improving industry in the world. Furthermore, with the focused on development of powerful open source games development kit, namely Unity. This research will be called “Bezier VFX Plug-in”. Using this plug-in, the author will implement the algorithm to improve the visual effect performance. As the number of the games developed by Indonesian developers are gradually increasing especially on these last few years, the quality is not looked as good as the quantity. For performance issues, Unity Particle Playground is an asset plug-in purchasable on the unity asset store. However, it does not solve the problem for the performance issue that developer encounter. As for this research, an entirely new solution is used to increase the game performance. A Bezier curve with extruded Mesh is used to replace the main use of Unity Shuriken Particle System. As the biggest particle visual effect gets replaced by the mesh implementation, the performance will be improved significantly. Overall, the end result is quite satisfying. Performance wise, it is improved a lot, the lag issues has been reduced. The usage of the plug-in is also straightforward; the only obstacle is the resources use is using sprite sheets. Subsequently this plug-in still can be improved.
{"title":"Bezier VFX plug-in: Improving unity visual effect performance","authors":"Michael Desmond, R. Bahana","doi":"10.1109/ICGGAG.2016.8052654","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052654","url":null,"abstract":"Nowadays, gaming industry has become one of the fastest improving industry in the world. Furthermore, with the focused on development of powerful open source games development kit, namely Unity. This research will be called “Bezier VFX Plug-in”. Using this plug-in, the author will implement the algorithm to improve the visual effect performance. As the number of the games developed by Indonesian developers are gradually increasing especially on these last few years, the quality is not looked as good as the quantity. For performance issues, Unity Particle Playground is an asset plug-in purchasable on the unity asset store. However, it does not solve the problem for the performance issue that developer encounter. As for this research, an entirely new solution is used to increase the game performance. A Bezier curve with extruded Mesh is used to replace the main use of Unity Shuriken Particle System. As the biggest particle visual effect gets replaced by the mesh implementation, the performance will be improved significantly. Overall, the end result is quite satisfying. Performance wise, it is improved a lot, the lag issues has been reduced. The usage of the plug-in is also straightforward; the only obstacle is the resources use is using sprite sheets. Subsequently this plug-in still can be improved.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133015680","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052637
S. Ohira, Natsumi Maeda, K. Nagao
University laboratory seminars provide a good opportunity for a presenter and other participants to discuss academic subject matter. In our laboratory, we have integrated a gamification technique into our seminar recording system and have developed and operated a Gamified Discussion system that sustains and improves the motivation of students to actively participate in seminars and stimulates discussions by evaluating and visualizing the argumentative skills of students. However, classification of a participant's type is essential to the improvement of the system and detailed analyses of motivation. Here, we report the results of clustering for player type classification using activity logs collected from the system.
{"title":"Player type classification based on activity logs in a gamified seminar setting","authors":"S. Ohira, Natsumi Maeda, K. Nagao","doi":"10.1109/ICGGAG.2016.8052637","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052637","url":null,"abstract":"University laboratory seminars provide a good opportunity for a presenter and other participants to discuss academic subject matter. In our laboratory, we have integrated a gamification technique into our seminar recording system and have developed and operated a Gamified Discussion system that sustains and improves the motivation of students to actively participate in seminars and stimulates discussions by evaluating and visualizing the argumentative skills of students. However, classification of a participant's type is essential to the improvement of the system and detailed analyses of motivation. Here, we report the results of clustering for player type classification using activity logs collected from the system.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125658823","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052641
A. Oscario, L. Luzar
With over one hundred thousand games apps, it's important to make a mobile game app stand out. The most basic way to do it is grabbing people attention through the icon. It's the first thing people see in apps store. It represents the face of the game. The mobile game app icon must communicate the right impression and the right message. This research studies the top grossing mobile games apps icons designs. Analyzing their forms, contents, and contexts to understand how they are designed.
{"title":"Review of mobile games icons designs: A study based on graphic designer knowledge","authors":"A. Oscario, L. Luzar","doi":"10.1109/ICGGAG.2016.8052641","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052641","url":null,"abstract":"With over one hundred thousand games apps, it's important to make a mobile game app stand out. The most basic way to do it is grabbing people attention through the icon. It's the first thing people see in apps store. It represents the face of the game. The mobile game app icon must communicate the right impression and the right message. This research studies the top grossing mobile games apps icons designs. Analyzing their forms, contents, and contexts to understand how they are designed.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124258378","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052644
Y. Heryadi, Ahmad Zakky Robbany, Hantze Sudarma
This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.
{"title":"User experience evaluation of virtual reality-based cultural gamification using GameFlow approach","authors":"Y. Heryadi, Ahmad Zakky Robbany, Hantze Sudarma","doi":"10.1109/ICGGAG.2016.8052644","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052644","url":null,"abstract":"This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116646917","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052636
Ratumas Ayu Atika Putri, J. Moniaga, Y. Wijaya
Digital Game-Based Learning (DGBL) has been tested and proved to be a viable solution for many educational challenges. This research aims to study several frameworks used to develop games for educational purposes and formulate a framework for the development of game-based learning, specifically for Strategic Studies in International Relations Department, Bina Nusantara University. Literature reviews of previously completed research studied existing frameworks and models, including the Mechanics, Dynamics, Aesthetics (MDA) Framework and the Analysis, Design, Development, Implementation, Evaluation (ADDIE) Model, as well as the First Principles of Learning for designing the content of the game. The result shows the implementation of these frameworks in the design process of the game, as well as the early development of the game presented as a prototype.
{"title":"A design model for digital game-based learning in the study of international relations: Developing an innovative learning method for a defense strategy course at Bina Nusantara University","authors":"Ratumas Ayu Atika Putri, J. Moniaga, Y. Wijaya","doi":"10.1109/ICGGAG.2016.8052636","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052636","url":null,"abstract":"Digital Game-Based Learning (DGBL) has been tested and proved to be a viable solution for many educational challenges. This research aims to study several frameworks used to develop games for educational purposes and formulate a framework for the development of game-based learning, specifically for Strategic Studies in International Relations Department, Bina Nusantara University. Literature reviews of previously completed research studied existing frameworks and models, including the Mechanics, Dynamics, Aesthetics (MDA) Framework and the Analysis, Design, Development, Implementation, Evaluation (ADDIE) Model, as well as the First Principles of Learning for designing the content of the game. The result shows the implementation of these frameworks in the design process of the game, as well as the early development of the game presented as a prototype.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122287080","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}