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2013 IEEE International Games Innovation Conference (IGIC)最新文献

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A serious game designed for senior high school students chemistry study 一款专为高中生化学学习设计的严肃游戏
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659124
Linlin Shui
This paper presents a computer-aided learning software for senior high school students to study chemistry while playing games. Students can collect chemical equations, necessary reactants and experiment devices in the game world and carry out chemical experiments under step-by-step instructions in the virtual lab. The game system not only provides students an immersive context to learning by playing, but also a virtual space to implement chemical experiments with fancy visual effects and without physical danger.
本文介绍了一种适合高中生在游戏中学习化学的计算机辅助学习软件。学生可以在游戏世界中收集化学方程式、必要的反应物和实验装置,在虚拟实验室中分步指导下进行化学实验。该游戏系统不仅为学生提供了身临其境的玩中学习环境,还为学生提供了一个视觉效果奇特、无物理危险的化学实验虚拟空间。
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引用次数: 5
The effect of camera perspective and session duration on training decision making in a serious video game 摄像机视角和训练时间对严肃电子游戏训练决策的影响
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659170
Elizabeth S. Veinott, James Leonard, E. Papautsky, B. Perelman, A. Stankovic, Jared Lorince, Jared M. Hotaling, Travis L. Ross, P. Todd, Edward Castronova, J. Busemeyer, C. Hale, R. Catrambone, E. Whitaker, Olivia Fox, J. Flach, R. Hoffman
In this paper, we examine the effects of three video game variables: camera perspective (1st person versus 3rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant's learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant's ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.
在本文中,我们研究了三个电子游戏变量的影响:摄像机视角(第一人称与第三人称)、会话持续时间和重复游戏对训练参与者减轻三种认知偏差的影响。我们开发了一个70分钟的3D沉浸式视频游戏作为实验测试平台。163名参与者要么观看了指导决策视频,要么玩了四个版本的游戏之一。每个参与者的学习是通过比较他或她的测试后和测试前的偏见知识和减轻偏见的能力得分来评估的。结果表明,在两段时间内重复玩游戏对学习效果的改善最大,并且在减轻偏见方面比教学决策视频和单段游戏更有效。令人惊讶的是,课程持续时间并没有提高学习效果,第三人称视角的学习效果好坏参半。总的来说,电子游戏确实提高了参与者的学习能力,并减轻了三种认知偏见。讨论了视频游戏对训练的影响。
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引用次数: 16
Improving adolescent fitness attitudes with a mobile fitness game to combat obesity in youth 利用手机健身游戏改善青少年的健身态度,对抗青少年肥胖
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659162
F. Lu, Kei Turner
We present the tests results of the first phase of a multi-phase study to combat deteriorating adolescent fitness, reflected in the growth in adolescent obesity rates, by creating a fitness game deployed on mobile devices. The objective of this first phase was to test an initial mobile fitness prototype's efficacy in generating positive attitudinal changes towards fitness activity using strong socialization components within the game. The basic premise being that game play with a strong social aspect is an attractive support mechanism for sustained interest and providing positive reinforcement to users within our fitness application. Such sustained interest and positive reinforcement is vital for producing long-term fitness improvements. Our mobile fitness game prototype included 13 exercises with functionality to socialize with friends regarding exercise progress and collaboration. A subject pool of 12 adolescents aged 15 to 17 used the prototype for a six week period. Results indicate that the application's socialization features were able to improve subjects' views on fitness activities. Increasing online social networking tendency correlated with improving views on the fitness exercises that were most often engaged in with the application.
我们提出了一项多阶段研究的第一阶段的测试结果,通过创建一款部署在移动设备上的健身游戏,来对抗青少年健康状况的恶化,这反映在青少年肥胖率的增长中。第一阶段的目标是测试最初的移动健身原型在使用游戏中强大的社交组件产生积极的健身活动态度变化方面的功效。我们的基本前提是,带有强大社交元素的游戏玩法是一种有吸引力的支持机制,能够让用户保持兴趣,并在我们的健身应用中为用户提供积极的强化。这种持续的兴趣和积极的强化对于产生长期的健康改善是至关重要的。我们的手机健身游戏原型包含13种运动,并带有与好友分享运动进度和合作的功能。12名年龄在15岁到17岁之间的青少年参与了为期6周的实验。结果表明,应用程序的社会化功能能够提高被试对健身活动的看法。越来越多的在线社交网络倾向与提高健身锻炼的观点相关,这是最常参与的应用程序。
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引用次数: 16
Methodology for playtesting serious games A case study using a mixed method approach 使用混合方法的案例研究
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659130
M. Quinn, C. Symborski, Meg Barton, James Korris, Travis Falstad, Stephani Granato
This paper describes a case study using a mixed method approach to playtesting a serious computer game designed to identify and mitigate cognitive bias. This approach incorporated in-depth data collection through the use of recordings of the screen and voice of the player while testing, a detailed survey, and a follow-up focus group. The data collection methodology served to provide detailed feedback from playtesters that was analyzed and used to make continuous and timely changes to the game.
本文描述了一个案例研究,使用混合方法测试一款旨在识别和减轻认知偏见的严肃电脑游戏。这种方法结合了深度数据收集,即通过使用玩家在测试时的屏幕和声音记录,详细调查和后续焦点小组。数据收集方法能够提供来自测试者的详细反馈,并用于对游戏进行持续且及时的修改。
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引用次数: 4
Beanstalk: A unity game addressing balance principles, socio-emotional learning and scientific inquiry Beanstalk:一款解决平衡原则、社会情感学习和科学探究的统一游戏
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659126
Michael G. Christel, S. Stevens, Matt Champer, J. Balash, S. Brice, Bryan Maher, Daniel Hausmann, N. Bastida, Chandana Bhargava, Weiwei Huo, Xun Zhang, S. Collier, V. Aleven, K. Koedinger, Steven W. Dow, C. Rosé, J. Sewall, Mitra Fathollahpour, Chris Reid, Julia Brynn Flynn, A. Glenn, Erik Harpstead
Beanstalk is an educational game for children ages 6-10 teaching balance-fulcrum principles while folding in scientific inquiry and socio-emotional learning. This paper explores the incorporation of these additional dimensions using intrinsic motivation and a framing narrative. Four versions of the game are detailed, along with preliminary player data in a 2×2 pilot test with 64 children shaping the modifications of Beanstalk for much broader testing.
Beanstalk是一款针对6-10岁儿童的教育游戏,在科学探究和社会情感学习中教授平衡支点原理。本文探讨了使用内在动机和框架叙事的这些额外维度的结合。详细介绍了游戏的四个版本,以及在2×2试点测试中的初步玩家数据,其中64名儿童对Beanstalk进行了修改,以进行更广泛的测试。
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引用次数: 8
Game Architecture for teaching-learning process: An application on an undergraduate course 教学过程中的游戏架构:在本科课程中的应用
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659168
Heber F. Amaral, José L. Braga, Aziz Galvão
Educational games are important tools to assist the process of teaching and learning as they allow simulating concepts in a virtual environment and foster collaboration and communication among students. The rural management education is a subject where you can explore games as teaching tools due to their complexity. This article proposes an educational game architecture for constructing games aimed at helping teachers in their tasks. We also describe an experience of developing a game about rural management using the proposed architecture.
教育游戏是辅助教学过程的重要工具,因为它们允许在虚拟环境中模拟概念,并促进学生之间的合作和交流。由于游戏的复杂性,农村管理教育是一个可以探索游戏作为教学工具的学科。本文提出了一种教育游戏架构,用于构建旨在帮助教师完成任务的游戏。我们还描述了使用所提出的架构开发农村管理游戏的经验。
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引用次数: 1
Do I need a body to encourage you? The effect of embodiment on social facilitation 我需要一个人来鼓励你吗?具身化对社会促进的影响
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659155
Mei Si
Social facilitation refers to the phenomenon that the presence of others can improve one's performance in simple tasks. This work investigates whether/how we can achieve the same effect using virtual characters. In particular, we want to study the difference among using a digital character, a cognitive robot, and a real person to achieve this effect. We also want to investigate the importance of feeling being evaluated for social facilitation to take place.
社会促进是指他人的存在可以提高自己在简单任务中的表现。这项工作研究了我们是否/如何使用虚拟角色来达到同样的效果。特别是,我们想研究使用数字角色、认知机器人和真人来实现这种效果的区别。我们还想调查感受被评估对社会促进的重要性。
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引用次数: 1
Feature analysis of computer-game to make learning process pleasant 电脑游戏的特点分析,使学习过程愉快
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659144
Toyohide Watanabe
Computer-supported learning environments have been equipped in a wide range, and advanced e-Learning systems are available. However, it is not easy to promote more effectual learning activities even if the systems and/or environments were sufficiently developed. The paradigm that learners study actively with their motivations should be naturally applicable to such advanced environments. In this paper, we focus on how to realize pleasant learning for learners. Our approach is to first analyze the engaging features in the computer-games, second compare the learning process with the computer-games by the analyzed engaging features, and then find out the means which makes learners satisfy with pleasure in the learning process.
学校已广泛配备电脑辅助学习环境,并备有先进的电子学习系统。然而,即使系统和/或环境得到充分发展,也不容易促进更有效的学习活动。学习者带着动机主动学习的范式自然也适用于这种先进的环境。本文主要探讨如何实现学习者的愉快学习。我们的方法是首先分析电脑游戏的吸引特征,然后通过分析的吸引特征将学习过程与电脑游戏进行比较,然后找出使学习者在学习过程中获得愉悦的手段。
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引用次数: 3
A mixed-methods evaluation of nonverbal communication in collaborative video games 协作电子游戏中非语言交流的混合评估方法
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659127
Aaron May, Amber Choo, Carman Neustaedter, A. Antle
In order to explore the benefits of communication in complex settings such as work and home environments, it is important to have a firm understanding of how communication operates in a relatively controllable system, such as video games. This paper aims to evaluate the impact of nonverbal communication on success during collaborative gameplay using both qualitative observations of and quantitative gameplay data from players of the custom-designed application TeamWyrm. In so doing, it encourages a discussion of nonverbal communication's role in gameplay, the forms of nonverbal communication displayed during gameplay, and how the availability of nonverbal communication affects player performance.
为了探索通信在复杂环境(如工作和家庭环境)中的好处,重要的是要对通信如何在相对可控的系统(如视频游戏)中运作有一个坚定的理解。本文旨在通过对定制应用程序TeamWyrm的玩家的定性观察和定量游戏数据,评估非语言交流对合作游戏成功的影响。通过这种方式,它鼓励人们讨论非语言交流在游戏玩法中的作用、游戏玩法中呈现的非语言交流形式,以及非语言交流的可用性如何影响玩家的表现。
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引用次数: 1
The People-Game-Play model for understanding videogames' impact on wellbeing 理解电子游戏对幸福感影响的人-游戏-游戏模型
Pub Date : 2013-09-23 DOI: 10.1109/IGIC.2013.6659143
Daniel M. Johnson, Peta Wyeth, P. Sweetser
Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space.
鉴于电子游戏越来越受欢迎,了解它们何时、如何以及对谁产生积极或消极的影响至关重要。我们提出了一个基于现有文献和我们自己的研究的模型来探索这些问题。人-游戏-游戏模型将玩家特征、游戏功能和游戏体验视为电子游戏对幸福感影响的关键决定因素。我们建议研究探索这些关键因素内部和之间的关系是必要的,并确定了该领域未来研究的一些例子。
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引用次数: 20
期刊
2013 IEEE International Games Innovation Conference (IGIC)
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