Pub Date : 2013-09-23DOI: 10.1109/IGIC.2013.6659169
Wilawan Inchamnan, Peta Wyeth, Daniel M. Johnson
This paper describes a behaviour analysis designed to measure the creative potential of computer game activities. The research approach applies a behavioural and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative components are measured by examining task motivation as well as domain-relevant and creativity-relevant skills factors. This paper focuses on how three puzzle games embody activity that might facilitate creative processes. The findings show that game playing activities significantly impact upon creative potential of computer games.
{"title":"Does activity in computer game play have an impact on creative behaviour?","authors":"Wilawan Inchamnan, Peta Wyeth, Daniel M. Johnson","doi":"10.1109/IGIC.2013.6659169","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659169","url":null,"abstract":"This paper describes a behaviour analysis designed to measure the creative potential of computer game activities. The research approach applies a behavioural and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative components are measured by examining task motivation as well as domain-relevant and creativity-relevant skills factors. This paper focuses on how three puzzle games embody activity that might facilitate creative processes. The findings show that game playing activities significantly impact upon creative potential of computer games.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127132411","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659161
Andrés Moreno, E. Sutinen, C. I. Sedano
Learning programming with animations is not considered fun and does not engage all students in using them. On the other hand, games have potential to attract all cohorts of students and to make them learn, apparently effortless, while they are immersed in playing. Conflictive animations are those purposely created to have an error in them. To combine conflictive animations and games a list of heuristics is applied to an existing program animation tool to create the concept of an innovative educational game. The result combines the creation of conflictive animations by the students and the resolution of the conflicts by their peers on an online platform.
{"title":"A game concept using conflictive animations for learning programming","authors":"Andrés Moreno, E. Sutinen, C. I. Sedano","doi":"10.1109/IGIC.2013.6659161","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659161","url":null,"abstract":"Learning programming with animations is not considered fun and does not engage all students in using them. On the other hand, games have potential to attract all cohorts of students and to make them learn, apparently effortless, while they are immersed in playing. Conflictive animations are those purposely created to have an error in them. To combine conflictive animations and games a list of heuristics is applied to an existing program animation tool to create the concept of an innovative educational game. The result combines the creation of conflictive animations by the students and the resolution of the conflicts by their peers on an online platform.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115453857","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659158
Kaiyang Zhang, Shihao Dong, Guoliang Zhu, Danielle Corporon, Tim McMullan, S. Barrera
Computer security competitions have become a great resource for students who are interested in computer science as a career. Most of these computer security competitions, commonly known as CTFs (Capture the Flag), are presented in a Jeopardy Board style of gameplay. This type of presentation only displays the problems and lacks a compelling storyline, interaction, or player immersion. A team of five graduate students (dubbed Team Osiris) from Carnegie Mellon University's Entertainment Technology Center worked with Carnegie Mellon's Hacking Club PPP to create `picoCTF,' a computer security competition to encourage U.S. middle school and high school student's interest in computer science. It was Team Osiris responsibility to add gamification to picoCTF; to push the game presentation beyond a static Jeopardy Board. Team Osiris created game design, art, animation, and programming around a fun, interactive story. The result of this effort was Toaster Wars, a CTF game experience. The competition took place from Apr. 26th to May 5th 2013, were almost 10,000 players participated. By adding gamification to picoCTF 2013 or Toaster Wars, players had a more immersive learning and competition experience.
{"title":"picoCTF 2013 - Toaster Wars: When interactive storytelling game meets the largest computer security competition","authors":"Kaiyang Zhang, Shihao Dong, Guoliang Zhu, Danielle Corporon, Tim McMullan, S. Barrera","doi":"10.1109/IGIC.2013.6659158","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659158","url":null,"abstract":"Computer security competitions have become a great resource for students who are interested in computer science as a career. Most of these computer security competitions, commonly known as CTFs (Capture the Flag), are presented in a Jeopardy Board style of gameplay. This type of presentation only displays the problems and lacks a compelling storyline, interaction, or player immersion. A team of five graduate students (dubbed Team Osiris) from Carnegie Mellon University's Entertainment Technology Center worked with Carnegie Mellon's Hacking Club PPP to create `picoCTF,' a computer security competition to encourage U.S. middle school and high school student's interest in computer science. It was Team Osiris responsibility to add gamification to picoCTF; to push the game presentation beyond a static Jeopardy Board. Team Osiris created game design, art, animation, and programming around a fun, interactive story. The result of this effort was Toaster Wars, a CTF game experience. The competition took place from Apr. 26th to May 5th 2013, were almost 10,000 players participated. By adding gamification to picoCTF 2013 or Toaster Wars, players had a more immersive learning and competition experience.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116602051","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659142
P. Sweetser, Peta Wyeth, Nicole McMahon, Daniel M. Johnson
Almost half of all game players are now women. However, women only represent a small proportion of game developers. There is a lack of previous research to suggest why women don't pursue careers in games and how we can attract more women to the industry. In this paper, we investigate the issues and barriers that prevent women from entering the games industry, as well as the solutions and steps that can be taken to attract more women to the industry. We draw on the lessons learned by the information technology industry and report on a program of events that was conducted at the Queensland University of Technology in 2011. These events provided some insight into the issues surrounding the lack of women in the games industry, as well as some initial steps that we can take as an industry to attract and support more female developers.
{"title":"Female game developers wanted Low pay, long hours, inflexible work environments","authors":"P. Sweetser, Peta Wyeth, Nicole McMahon, Daniel M. Johnson","doi":"10.1109/IGIC.2013.6659142","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659142","url":null,"abstract":"Almost half of all game players are now women. However, women only represent a small proportion of game developers. There is a lack of previous research to suggest why women don't pursue careers in games and how we can attract more women to the industry. In this paper, we investigate the issues and barriers that prevent women from entering the games industry, as well as the solutions and steps that can be taken to attract more women to the industry. We draw on the lessons learned by the information technology industry and report on a program of events that was conducted at the Queensland University of Technology in 2011. These events provided some insight into the issues surrounding the lack of women in the games industry, as well as some initial steps that we can take as an industry to attract and support more female developers.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120966606","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659172
G. Kimball, Rodrigo Cano, Jingyi Feng, Lei Feng, E. Hampson, Evan Li, Michael G. Christel, L. Holt, Sung-joo Lim, Ran Liu, Matthew Lehet
Cognitive neuroscientists studying sound and speech learning have successfully used videogames as a research vehicle. Neuroscientists and game developers worked together to produce a game built to entice participants to longer periods of play, while enabling researchers to easily configure presentation parameters in support of future studies. A space-themed game polished through the use of shaders and a radial cannon shooting mechanic is detailed, along with lessons learned from iterative playtesting. A preliminary study indicates the game's effectiveness for implicit learning of sounds. The template by which this game can be tuned to explore language learning is presented, with suggestions for future investigations into the tradeoffs between learning transfer and game appeal.
{"title":"Supporting research into sound and speech learning through a configurable computer game","authors":"G. Kimball, Rodrigo Cano, Jingyi Feng, Lei Feng, E. Hampson, Evan Li, Michael G. Christel, L. Holt, Sung-joo Lim, Ran Liu, Matthew Lehet","doi":"10.1109/IGIC.2013.6659172","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659172","url":null,"abstract":"Cognitive neuroscientists studying sound and speech learning have successfully used videogames as a research vehicle. Neuroscientists and game developers worked together to produce a game built to entice participants to longer periods of play, while enabling researchers to easily configure presentation parameters in support of future studies. A space-themed game polished through the use of shaders and a radial cannon shooting mechanic is detailed, along with lessons learned from iterative playtesting. A preliminary study indicates the game's effectiveness for implicit learning of sounds. The template by which this game can be tuned to explore language learning is presented, with suggestions for future investigations into the tradeoffs between learning transfer and game appeal.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125456174","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659165
O. Arnold, K. Jantke, Sebastian Spundflasch
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game contents by direct access to reality. On the other hand, a larger number of pervasive games failed badly bearing abundant evidence for the need of better understanding the essentials of pervasive games and of the experiences in playing pervasively. Hierarchies of pervasive games reveal strengths and weaknesses of those games and allow for partially ordering pervasive games. Storyboarding is an appropriate technology for the representation of several essentials characterizing experiences of game play. ALIENS ON THE BUS is some novel pervasive game to illuminate the reach of the storyboarding approach to games classification.
{"title":"Hierarchies of pervasive games by storyboarding","authors":"O. Arnold, K. Jantke, Sebastian Spundflasch","doi":"10.1109/IGIC.2013.6659165","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659165","url":null,"abstract":"Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game contents by direct access to reality. On the other hand, a larger number of pervasive games failed badly bearing abundant evidence for the need of better understanding the essentials of pervasive games and of the experiences in playing pervasively. Hierarchies of pervasive games reveal strengths and weaknesses of those games and allow for partially ordering pervasive games. Storyboarding is an appropriate technology for the representation of several essentials characterizing experiences of game play. ALIENS ON THE BUS is some novel pervasive game to illuminate the reach of the storyboarding approach to games classification.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"654 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122958428","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659145
German Lancioni
HTML5 game development is an upcoming trend that enables new technologies to interact in order to produce high quality games entirely based on the web. However, a fully functional web game requires layer upon layer of code to produce each particular game feature. This is because there are many development tools, but no specific solutions. The game developer ends up writing everything from the raw backend server to persist the game state to the end-user game features. Furthermore, the game developer needs to come up with several custom implementations to consume different providers to do things like user player login, game storage, social interaction, analytics, etc. This paper aims to present a practical solution that covers the gap between raw cloud services (the tool) and the high level functionality (the real-life game features) a game needs to be successfully built in less time (and at a lower cost) than the current solutions take.
{"title":"Building HTML5 game features from cloud services Filling the gap between cloud services and real-life game features","authors":"German Lancioni","doi":"10.1109/IGIC.2013.6659145","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659145","url":null,"abstract":"HTML5 game development is an upcoming trend that enables new technologies to interact in order to produce high quality games entirely based on the web. However, a fully functional web game requires layer upon layer of code to produce each particular game feature. This is because there are many development tools, but no specific solutions. The game developer ends up writing everything from the raw backend server to persist the game state to the end-user game features. Furthermore, the game developer needs to come up with several custom implementations to consume different providers to do things like user player login, game storage, social interaction, analytics, etc. This paper aims to present a practical solution that covers the gap between raw cloud services (the tool) and the high level functionality (the real-life game features) a game needs to be successfully built in less time (and at a lower cost) than the current solutions take.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"399 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126671995","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659123
S. Dukes
I welcome each of you to the 5th annual IEEE International Games Innovations Conference in Vancouver, British Columbia, Canada. We are delighted you chose to attend the IGIC 2013.
{"title":"Welcome message from IEEE CE society VP of conferences","authors":"S. Dukes","doi":"10.1109/IGIC.2013.6659123","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659123","url":null,"abstract":"I welcome each of you to the 5th annual IEEE International Games Innovations Conference in Vancouver, British Columbia, Canada. We are delighted you chose to attend the IGIC 2013.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127722651","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659141
P. Quax, A. Beznosyk, Wouter Vanmontfort, Robin Marx, W. Lamotte
Cloud gaming, in which the processing power of a datacenter-based infrastructure is utilized versus local resources, is a popular topic in research. This technology is successfully applied by vendors to enable low-end hardware to deliver a similar gameplay experience to state of the art consoles. Many works in literature have focused on the quantitative aspects of the technology (i.e. delay measurements, visual quality determination etc), but the qualitative factors have not received a similar systematic treatment. Games are typically classified in terms of their gameplay into a distinct category or genre, including action, puzzle, strategy and racing games. In this work, a qualitative comparison of these genres is presented based on a common testing methodology which combines both objective (based on physiological measurements) and subjective (based on user evaluation) approaches. While in normal networked games, only multiplayer experiences are subject to the detrimental effect of delay, the nature of cloud gaming may result in an impact on singleplayer experiences as well. Results from this analysis hint at the fact that there is a similarity in delay-sensitiveness over the different genres in both singleplayer cloud gaming setups and traditional networked multiplayer games. More in particular, results show that action-oriented games are more sensitive to network delay in both setups when compared to other genres.
{"title":"An evaluation of the impact of game genre on user experience in cloud gaming","authors":"P. Quax, A. Beznosyk, Wouter Vanmontfort, Robin Marx, W. Lamotte","doi":"10.1109/IGIC.2013.6659141","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659141","url":null,"abstract":"Cloud gaming, in which the processing power of a datacenter-based infrastructure is utilized versus local resources, is a popular topic in research. This technology is successfully applied by vendors to enable low-end hardware to deliver a similar gameplay experience to state of the art consoles. Many works in literature have focused on the quantitative aspects of the technology (i.e. delay measurements, visual quality determination etc), but the qualitative factors have not received a similar systematic treatment. Games are typically classified in terms of their gameplay into a distinct category or genre, including action, puzzle, strategy and racing games. In this work, a qualitative comparison of these genres is presented based on a common testing methodology which combines both objective (based on physiological measurements) and subjective (based on user evaluation) approaches. While in normal networked games, only multiplayer experiences are subject to the detrimental effect of delay, the nature of cloud gaming may result in an impact on singleplayer experiences as well. Results from this analysis hint at the fact that there is a similarity in delay-sensitiveness over the different genres in both singleplayer cloud gaming setups and traditional networked multiplayer games. More in particular, results show that action-oriented games are more sensitive to network delay in both setups when compared to other genres.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132029598","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 : 2013-09-01DOI: 10.1109/IGIC.2013.6659148
J. Parker
There have been many recent discussions concerning the status of video games as an art form. The converts naturally assert that they are, and others (some artists, judges, parents, and lawmakers) deny it. What is at stake is, in the worst case, the freedom to create and sell games, as the freedom of speech and artistic license arguments move into the media and the courts. Here the argument is made that video games are essentially theatrical performances with some few exceptions, and such performances are universally accepted as art.
{"title":"Games are art: Video games as theatrical performance","authors":"J. Parker","doi":"10.1109/IGIC.2013.6659148","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659148","url":null,"abstract":"There have been many recent discussions concerning the status of video games as an art form. The converts naturally assert that they are, and others (some artists, judges, parents, and lawmakers) deny it. What is at stake is, in the worst case, the freedom to create and sell games, as the freedom of speech and artistic license arguments move into the media and the courts. Here the argument is made that video games are essentially theatrical performances with some few exceptions, and such performances are universally accepted as art.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"361 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122344052","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}