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Int. J. Serious Games最新文献

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Risk Game: Capturing impact of information quality on human belief assessment and decision making 风险博弈:捕捉信息质量对人类信念评估和决策的影响
Pub Date : 2018-12-18 DOI: 10.17083/IJSG.V5I4.258
A. Jousselme, G. Pallotta, J. Locke
This paper presents the Risk Game, a general methodology to elicit experts’ knowledge and know-how, in their ability to deal with information provided by different types of sources (sensors or humans) of variable quality, to take into account the information quality and to reason about concurrent events. It is a contrived technique capturing data expressing human reasoning features during a specific task of situation assessment. The information is abstracted by cards and its quality, which varies along the three dimensions of uncertainty, imprecision and falseness, is randomly selected by dice roll. The game has been played by experts of maritime surveillance, mostly marine officers from several nations. The Risk Game is domain-independent and can be designed for any specific application involving reasoning with multi-sources. The preliminary results obtained are promising and allow validating the efficiency of the elicitation method in capturing the link between information quality and human belief assessment. Besides the positive feedback collected from the players and their perceived effectiveness of the method, the data effectively capture the impact some specific information quality dimensions on belief assessment. We highlight, for instance, that the relevance of information perceived by the players may differ from the effective information relevance, that a high ratio of false information increases the uncertainty of the player before decision and may lead to wrong decisions, or that the context has a high impact on the decision made. Future extensions of the Risk Game are finally sketched.
本文提出了风险博弈,这是一种通用的方法,可以激发专家的知识和技能,使他们能够处理由不同类型的来源(传感器或人)提供的可变质量的信息,考虑信息质量并对并发事件进行推理。它是一种人为的技术,在特定的情况评估任务中捕获表达人类推理特征的数据。信息通过卡片进行抽象,其质量在不确定性、不精确性和虚假性三个维度上变化,通过掷骰子随机选择。海上监视专家一直在玩这个游戏,他们大多是来自几个国家的海军军官。风险博弈是领域独立的,可以设计用于任何涉及多源推理的特定应用。获得的初步结果是有希望的,并且允许验证启发方法在捕获信息质量与人类信念评估之间的联系方面的效率。除了从玩家那里收集到的积极反馈和他们对方法的感知有效性之外,数据还有效地捕获了某些特定信息质量维度对信念评估的影响。例如,我们强调,玩家感知到的信息相关性可能与有效信息相关性不同,高比例的虚假信息增加了玩家在决策前的不确定性,并可能导致错误的决策,或者情境对决策的影响很大。风险游戏的未来扩展最终被勾画出来。
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引用次数: 13
A Fuzzy Logic Module to Estimate a Driver's Fuel Consumption for Reality-Enhanced Serious Games 一个模糊逻辑模块,估计司机的燃料消耗为现实增强严肃游戏
Pub Date : 2018-12-18 DOI: 10.17083/IJSG.V5I4.266
Rana Massoud, S. Poslad, F. Bellotti, Riccardo Berta, K. Mehran, A. D. Gloria
Reality-enhanced gaming is an emerging serious game genre, that could contextualize a game within its real instruction-target environment. A key module for such games is the evaluator, that senses a user performance and provides consequent input to the game. In this project, we have explored an application in the automotive field, estimating driver performance in terms of fuel consumption, based on three key vehicular signals, that are directly controllable by the driver: throttle position sensor (TPS), engine rotation speed (RPM) and car speed. We focused on Fuzzy Logic, given its ability to embody expert knowledge and deal with incomplete information availability. The fuzzy models – that we iteratively defined based on literature expertise and data analysis – can be easily plugged into a reality-enhanced gaming architecture. We studied four models with all the possible combinations of the chosen variables (TPS and RPM; RPM and speed; TPS and speed; TPS, speed and RPM). Input data were taken from the enviroCar database, and our fuel consumption predictions compared with their estimated values. Results indicate that the model with the three inputs outperforms the other models giving a higher coefficient of determination (R2), and lower error. Our study also shows that RPM is the most important fuel consumption predictor, followed by TPS and speed.
现实增强游戏是一种新兴的严肃游戏类型,它可以将游戏置于真实的教学目标环境中。这类游戏的关键模块是评估器,它能够感知用户的表现并为游戏提供相应的输入。在这个项目中,我们探索了一个在汽车领域的应用,基于驾驶员直接控制的三个关键车辆信号:油门位置传感器(TPS)、发动机转速(RPM)和车速,从油耗方面估计驾驶员的性能。我们专注于模糊逻辑,因为它具有体现专家知识和处理不完全信息可用性的能力。我们基于文献专业知识和数据分析迭代定义的模糊模型可以很容易地插入到现实增强的游戏架构中。我们研究了四个模型,其中包含了所选变量的所有可能组合(TPS和RPM;RPM和转速;TPS和速度;TPS,速度和RPM)。输入数据取自enviroCar数据库,并将我们的油耗预测值与其估计值进行比较。结果表明,具有三个输入的模型优于其他模型,具有更高的决定系数(R2)和更低的误差。我们的研究还表明,RPM是最重要的油耗预测指标,其次是TPS和速度。
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引用次数: 19
Missing: Understanding the Reception of a Serious Game by Analyzing App Store Data 缺失:通过分析App Store数据理解严肃游戏的接受程度
Pub Date : 2018-12-18 DOI: 10.17083/IJSG.V5I4.251
Marcus Toftedahl, P. Backlund, H. Engström
The focus of this paper is the design and player reception of a serious game called Missing released on Google Play with the intention of spreading awareness of trafficking and its impact on individuals and society. The aim of the paper is to investigate how the game has been received by its players, focusing on its trafficking theme, by analyzing player metrics and app store data available from the Google Play digital distribution system. The paper presents results focusing on three main knowledge contributions: the identification and characterization of the tension between the designer’s intention with a game’s mechanics and how they help to convey the message of the game, the identification of the complexity of finding relevant reviews relating to the serious theme of the game and the identification and characterization of the tension between the star rating and the content of the reviews. One of the conclusions is that even a negative review can mirror a positive result in terms of fulfillment of the purpose.
本文的重点是b谷歌Play上发布的一款名为《Missing》的严肃游戏的设计和玩家接受情况,其目的是传播人口贩卖及其对个人和社会的影响。本文的目的是通过分析b谷歌Play数字分销系统的玩家参数和应用商店数据,调查这款游戏是如何被玩家接受的。本文的研究结果主要集中在三个方面:识别和描述设计师意图与游戏机制之间的紧张关系,以及它们如何帮助传达游戏信息;识别寻找与游戏严肃主题相关评论的复杂性;识别和描述星级评价与评论内容之间的紧张关系。其中一个结论是,就实现目标而言,即使是负面评论也能反映出积极的结果。
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引用次数: 3
Get Gamification of MOOC right! 正确实现MOOC的游戏化!
Pub Date : 2018-09-26 DOI: 10.17083/IJSG.V5I3.255
A. Antonaci, R. Klemke, K. Kreijns, M. Specht
The social and individual aspects of MOOCs are two sides of the same coin. However, while the majority of MOOC designs do not valorise the potential that a massive audience could bring in, several studies highlight the solo-mission mode of MOOC users’ experience. Based on implementation intention, social presence, social influence and flow theory we conceptualise our gamification design of MOOCs that embraces their social and individual aspects. We present the gamification design process, our theoretical framework, the quantitative and qualitative results of our study to identify the most suitable game elements, their conceptual design, and our recommendations. Our findings enable designers of gamification and MOOCs as well, to see these two phenomena under a new light, by referring to new theories and new game elements that were not being considered before in the design of a gamified MOOC aiming at enhancing users’ goal achievement and engagement.
mooc的社交和个人方面是同一枚硬币的两面。然而,尽管大多数MOOC设计都没有充分考虑到大量受众可能带来的潜力,但有几项研究强调了MOOC用户体验的单人任务模式。基于实施意图、社会存在、社会影响和流动理论,我们将mooc的游戏化设计概念化,包括社交和个人方面。我们将介绍游戏化设计过程、理论框架、定量和定性研究结果,以确定最合适的游戏元素、概念设计以及我们的建议。我们的研究结果使游戏化和MOOC的设计师能够以新的视角看待这两种现象,通过参考新的理论和新的游戏元素来设计游戏化MOOC,旨在提高用户的目标实现和参与度。
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引用次数: 21
A tutorial on machine learning for 
interactive pedagogical systems 用于
交互式教学系统的机器学习教程
Pub Date : 2018-09-26 DOI: 10.17083/IJSG.V5I3.256
Francisco S. Melo, S. Mascarenhas, Ana Paiva
This paper provides a short introduction to the field of machine learning for interactive pedagogical systems. Departing from different examples encountered in interactive pedagogical systems—such as intelligent tutoring systems or serious games—we go over several representative families of methods in machine learning, introducing key concepts in this field. We discuss common challenges in machine learning and how current methods address such challenges. Conversely, by anchoring our presentation on actual interactive pedagogical systems, highlight how machine learning can benefit the development of such systems.
本文简要介绍了交互式教学系统的机器学习领域。从交互式教学系统(如智能辅导系统或严肃游戏)中遇到的不同例子出发,我们讨论了机器学习中几个有代表性的方法家族,介绍了该领域的关键概念。我们讨论了机器学习中常见的挑战,以及当前的方法如何解决这些挑战。相反,通过将我们的演讲锚定在实际的交互式教学系统上,强调机器学习如何有利于此类系统的开发。
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引用次数: 7
Introduction to the GaLA Conf 2018 Special Issue GaLA会议2018特刊简介
Pub Date : 2018-09-25 DOI: 10.17083/IJSG.V5I3.265
P. A. Santos, R. Veltkamp, João Dias
Introduction to the IJSG Special Issue dedicated to the best papers of Games and Learning Alliance Conference (GaLA Conf) 2017, Lisbon
IJSG特刊介绍,致力于2017年里斯本游戏和学习联盟会议(GaLA Conf)的最佳论文
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引用次数: 0
OneUp: Supporting Practical and Experimental Gamification of Learning OneUp:支持实践和实验的学习游戏化
Pub Date : 2018-09-25 DOI: 10.17083/IJSG.V5I3.236
D. Dicheva, Keith Irwin, Christo Dichev
Gamification of education is still evolving. It lacks systematic studies assessing its effect in different learning contexts. Creating gamified courses is still difficult, since there is a lack of sufficient understanding of how to gamify learning and appropriate software support is missing. As a response to these challenges, we developed OneUp  ̶ a customizable platform aimed at facilitating the process of gamifying academic courses and enabling contextual studies on educational gamification. In this paper we rationalize our approach to building OneUp and present the underlying principles and motivations guiding its design. We also describe the platform functionality which includes support for integrating game design elements in learning activities, creating dynamic problems, and visualizing student performance and progress. At the end, we present a usability study of the platform and the assessment results from an end user perspective.
教育的游戏化仍在不断发展。它缺乏系统的研究来评估它在不同学习环境中的效果。创建游戏化课程仍然很困难,因为缺乏对如何游戏化学习的充分理解,并且缺少适当的软件支持。作为对这些挑战的回应,我们开发了OneUp——一个可定制的平台,旨在促进学术课程游戏化的过程,并使教育游戏化的背景研究成为可能。在本文中,我们合理化了我们构建OneUp的方法,并提出了指导其设计的基本原则和动机。我们还描述了平台的功能,包括支持在学习活动中整合游戏设计元素,创建动态问题,以及可视化学生的表现和进步。最后,我们从终端用户的角度对平台进行了可用性研究和评估结果。
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引用次数: 29
How to train your syllable stress awareness 如何训练你的音节重音意识
Pub Date : 2018-09-25 DOI: 10.17083/IJSG.V5I3.242
Heiko Holz, Katharina Brandelik, Benedikt Beuttler, Jochen Brandelik, M. Ninaus
Developmental dyslexia is one of the most frequent learning disorders and affects 4-10 % of the German population. The learning disorder affects educational, personal, and social development of children in a negative way. We examine three different approaches to treat learning disorders. That is, therapeutic, computer-based, and digital game-based interventions. We reflect on the advantages and disadvantages of these approaches that have been shown to be supportive for dyslexic primary-school children. Our literature review shows that there is a lack of digital game-based interventions for the treatment of spelling disorders. To fill this gap, we propose such a mobile serious game which uses evidence-based trainings and introduces novel features in order to help dyslexic children to improve their reading and spelling performance. We propose an intervention to train awareness of syllable stress and explore the innovative use of mouth motor activities and embodied trainings. To conclude, we suggest that, in addition to traditional approaches, digital-game based approaches should be used supplementary to (re-) engage and motivate learners.
发展性阅读障碍是最常见的学习障碍之一,影响了4- 10%的德国人口。学习障碍以消极的方式影响儿童的教育、个人和社会发展。我们研究了治疗学习障碍的三种不同方法。也就是说,治疗性的、基于计算机的和基于数字游戏的干预。我们反思了这些方法的优点和缺点,这些方法已被证明是支持阅读困难的小学生。我们的文献综述表明,目前缺乏基于数字游戏的干预措施来治疗拼写障碍。为了填补这一空白,我们提出了这样一个手机严肃游戏,它采用基于证据的训练并引入新颖的功能,以帮助失读症儿童提高他们的阅读和拼写表现。我们提出了一种训练音节重音意识的干预方法,并探索了口腔运动活动和具体化训练的创新运用。综上所述,我们建议,除了传统方法之外,应该使用基于数字游戏的方法来补充(重新)吸引和激励学习者。
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引用次数: 13
Development of a Hardware/Software System for Proprioception Exergaming 本体感觉测试硬件/软件系统的开发
Pub Date : 2018-06-25 DOI: 10.17083/ijsg.v5i2.244
A. Kobeissi, G. Lanza, Riccardo Berta, F. Bellotti, A. D. Gloria
Physiotherapy and rehabilitation are getting ever more relevance as an integral part of healthcare devising and employing new, effective methodologies and tools. However, not seldom are such tools boring and difficult to use properly for achieving the given training and therapeutic goals. Exergaming, the combination of physical exercise and video gaming, may help to overcome these issues by offering enjoyment and motivation. However, the literature lacks papers investigating how to integrate such devices into a serious game combining effectiveness and enjoyment. In this paper, we focus on the Balance Board (BB), a device used in gyms and in several health-related applications [1], and present an exergaming system for proprioception training. The system includes a BB, which was instrumented to act as a motion controller for an ad-hoc developed, simple 3D video game. The system aims to provide enjoyable training with the BB, boosting equilibrium exercising through the simulation of downhill skiing. We validated the score computation and tested the efficacy of the system in a user test with 40 participants, in ecological settings. The evaluation concerned user performance and a game experience questionnaire. The results showed statistically significant improvement in players’ ability to use the BB. Users also reported a positive gameplay experience.
物理治疗和康复越来越相关的医疗保健设计和采用新的,有效的方法和工具的一个组成部分。然而,这些工具很少是无聊的,难以正确使用,以实现给定的培训和治疗目标。体育锻炼和电子游戏的结合,可以通过提供乐趣和动力来帮助克服这些问题。然而,研究如何将这些设备整合到一款兼具有效性和趣味性的严肃游戏中,却缺乏相关文献。在本文中,我们将重点放在平衡板(BB)上,这是一种用于健身房和一些健康相关应用的设备[1],并提出了一种用于本体感觉训练的练习系统。该系统包括一个BB,它被用作一个特别开发的简单3D视频游戏的运动控制器。该系统旨在提供愉快的训练与BB,促进平衡锻炼通过模拟下坡滑雪。在生态环境中,我们验证了分数计算,并在40名参与者的用户测试中测试了系统的有效性。评估涉及用户表现和游戏体验问卷。结果显示,玩家使用BB的能力有统计学上的显著提高。用户还报告了积极的游戏体验。
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引用次数: 7
Employee Profiles and Preferences towards Workplace Gamification for Energy Conservation 员工档案和偏好对工作场所游戏化节能
Pub Date : 2018-06-22 DOI: 10.17083/IJSG.V5I2.225
D. Kotsopoulos, C. Bardaki, Stavros Lounis, K. Pramatari
Gamification can be used to effect positive behavioral change in various fields, including energy conservation. This paper reports on a survey we conducted to formulate a holistic view of users’ profiles and preferences in an Internet of Things (IoT)-enabled gamified mobile application that provides personalized energy-saving recommendation tips to employees, towards conserving energy and adopting a more green behavior at the workplace. The collected insight dictates that a gamified app promoting energy saving at the workplace may become a daily habit for its users if it at least includes three game design elements: progression, levels and points. Additionally, we complement existing design guidelines about the requirements of each HEXAD gamification user type (Philanthropist, Socializer, Free Spirit, Achiever, Disruptor, Player) in game elements, specifically for energy efficiency applications. Thus, we apply and validate the HEXAD gamification user typology in a new context – multicultural workplaces – as well as domain – energy-saving. Moreover, the collected insight inspired us to devise a modular, rule-based mechanism for formulating personalized energy-saving recommendation tips tailored to the users’ profiles and game design choices. This research may assist researchers, as well as practitioners, in designing personalized gamified behavioral interventions, especially towards energy conservation in workplaces.
游戏化可以在各个领域影响积极的行为改变,包括节能。本文报告了我们进行的一项调查,该调查旨在全面了解用户在物联网(IoT)支持的游戏化移动应用程序中的个人资料和偏好,该应用程序为员工提供个性化的节能建议,以节省能源并在工作场所采取更环保的行为。收集到的见解表明,如果一款游戏化应用至少包含三个游戏设计元素:进度、关卡和积分,那么它就可能成为用户的日常习惯。此外,我们在游戏元素中补充了现有的关于每种HEXAD游戏化用户类型(慈善家,社交者,自由精神,成就者,破坏者,玩家)要求的设计指南,特别是针对节能应用。因此,我们应用并验证了HEXAD游戏化用户类型在一个新的背景下-多元文化的工作场所-以及领域-节能。此外,收集到的见解启发我们设计了一个模块化的、基于规则的机制,用于根据用户的个人资料和游戏设计选择制定个性化的节能推荐提示。这项研究可以帮助研究人员和从业人员设计个性化的游戏化行为干预措施,特别是在工作场所节能方面。
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引用次数: 18
期刊
Int. J. Serious Games
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