Pub Date : 2021-11-25DOI: 10.1215/00031283-85-4-479
J. Tait
BARALLE, F. E. See HOPKINS, B. BARBOSA, E. See REPRESA, J. J. BARCELLONA, P. S. See FRANCAVILLA, S. BARTON, S. C. See SURANI, M. A. H. BATES, W. R. See JEFFERY, W. R. BEACH, R. L. See JEFFERY, W. R. BECHTOL, K. B., HO, w. c. and VAUPEL, s. Biochemical characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. BELL, K. M. The preliminary characterization of mitogens secreted by embryonic chick wing bud tissues in vitro 93, 257 BELLAIRS, R. See OOI, V. E. C. BOOKSTEIN, F. L. See BRINKLEY, L. L. BRINKLEY, L. L. and BOOKSTEIN, F. L. Cell distribution during mouse secondary palate closure. II. Mesenchymal cells 96, 111 BRINSTER, R. L. See HAMMER, R. E. BRONNER-FRASER, M. See GUILLORY, G. BROWN, c. R. and CHENG, W. K. T. Changes in composition of the porcine zona pellucida during development of the oocyte to the 2to 4-cell embryo 92,183 BRUNO, B. See FRANCAVILLA, S. BRYANT, S. V. See MUNEOKA, K. BULLEIT, R. F. and ZIMMERMAN, E. F. The effect of reducing ATP levels on reorientation of the secondary palate 93, 73 BUNT, S. M. See SCOTT, T. M. BURRIDGE, K. See SADLER, T. W. BURTENSHAW, M. D. See LYON, M. F. BURTON, R., HOLDER, N. and JESANI, p. The regeneration of double dorsal and double ventral limbs in the axolotl 94, 29 BUTLER, J., CAUWENBERGS, P. and COSMOS, E. Fate of brachial muscles of the chick embryo innervated by inappropriate nerves: structural, functional and histochemical analyses 95, 147
BARALLE, F. E. See HOPKINS, B. BARBOSA, E. See REPRESA, J. J. BARCELLONA, P. S. See FRANCAVILLA, S. BARTON, S. C. See SURANI, M. A. H. BATES, W. R. See JEFFERY, W. R. BEACH, R. L. See JEFFERY, W. R. BECHTOL, K. B.. HO, W. C. and VAUPEL, s. Biological characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. J. BECHTOL, K. B.. HO, W. C. and VAUPEL, s、HO, W. C. and VAUPEL, S. Biochemical characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. BELL, K. M.胚胎雏鸡翼芽组织体外分泌的有丝分裂原的初步特征 93, 257 BELLAIRS, R. See OOI, V. E. C. BOOKSTEIN, F. L. See BRINKLEY, L. L. BRINKLEY, L. L. and BOOKSTEIN, F. L. Cell distribution during mouse secondary palate closure.II.BRONNER-FRASER, M. See GUILLORY, G. BROWN, c. R. and CHENG, W. K. T. Changes in the composition of the porcine zona pellucida during the development of the oocyte to the 2 to 4-cell embryo 92,183 BRUNO, B. See FRANCAVILLA, M. and CHENG, W. K. T.BRYANT, S. V. See MUNEOKA, K. BULLEIT, R. F. and ZIMMERMAN, E. F. The effect of reducing ATP levels on reorientation of the secondary palate 93, 73 BUNT, S. M. See SCOTT, T. M. BURRIDGE, K. See SADLER, T. W. BURTENSHAW, M. D. See LYON, M. F. BURTON, R.、HOLDER, N. and JESANI, p. The regeneration of double dorsal and double ventral limbs in the axolotl 94, 29 BUTLER, J., CAUWENBERGS, P. and COSMOS, E. Fate of brachial muscles of the chicko embryo innervated by inappropriate nerves: structural, functional and histochemical analyses 95, 147
{"title":"Authors and Titles","authors":"J. Tait","doi":"10.1215/00031283-85-4-479","DOIUrl":"https://doi.org/10.1215/00031283-85-4-479","url":null,"abstract":"BARALLE, F. E. See HOPKINS, B. BARBOSA, E. See REPRESA, J. J. BARCELLONA, P. S. See FRANCAVILLA, S. BARTON, S. C. See SURANI, M. A. H. BATES, W. R. See JEFFERY, W. R. BEACH, R. L. See JEFFERY, W. R. BECHTOL, K. B., HO, w. c. and VAUPEL, s. Biochemical characterization of the adhesion-related differentiation antigen XT-1 93, 197 BELL, H. See VAN BLERKOM, J. BELL, K. M. The preliminary characterization of mitogens secreted by embryonic chick wing bud tissues in vitro 93, 257 BELLAIRS, R. See OOI, V. E. C. BOOKSTEIN, F. L. See BRINKLEY, L. L. BRINKLEY, L. L. and BOOKSTEIN, F. L. Cell distribution during mouse secondary palate closure. II. Mesenchymal cells 96, 111 BRINSTER, R. L. See HAMMER, R. E. BRONNER-FRASER, M. See GUILLORY, G. BROWN, c. R. and CHENG, W. K. T. Changes in composition of the porcine zona pellucida during development of the oocyte to the 2to 4-cell embryo 92,183 BRUNO, B. See FRANCAVILLA, S. BRYANT, S. V. See MUNEOKA, K. BULLEIT, R. F. and ZIMMERMAN, E. F. The effect of reducing ATP levels on reorientation of the secondary palate 93, 73 BUNT, S. M. See SCOTT, T. M. BURRIDGE, K. See SADLER, T. W. BURTENSHAW, M. D. See LYON, M. F. BURTON, R., HOLDER, N. and JESANI, p. The regeneration of double dorsal and double ventral limbs in the axolotl 94, 29 BUTLER, J., CAUWENBERGS, P. and COSMOS, E. Fate of brachial muscles of the chick embryo innervated by inappropriate nerves: structural, functional and histochemical analyses 95, 147","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129458306","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 : 2021-11-25DOI: 10.1109/isgs54702.2021.9684765
{"title":"International Serious Games Symposium (ISGS)","authors":"","doi":"10.1109/isgs54702.2021.9684765","DOIUrl":"https://doi.org/10.1109/isgs54702.2021.9684765","url":null,"abstract":"","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114911379","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9685015
Arash Moradi-Karkaj
Serious Interactive Digital Narrative is the next step in the evolution of serious games: a deeply adaptive medium that applies player modeling at its core to provide seamless and justifiable personalized experience, which entrenches the impact of its serious discourse using the novel artificially intelligent methods. The objective of this exploratory paper is to re-explore the idea that narration has central role in serious games and interactiveness can arguably enrich the player experience. This is done through tracing relevant literature to highlight its importance and exploration into the arsenal of novel intelligent techniques as an attempt to elaborate on its realization, emphasizing on major functionality of interactive narrative in delegating agency and providing immersive experience for the player. To clarify, due to its exploratory nature, this study in its current stage is void of experimental results. Nevertheless, it concludes with a proposed prototype game design, outlining its key game design elements and stating possible outlooks.
{"title":"Serious Interactive Digital Narrative: Explorations in Personalization and Player Experience Enrichment","authors":"Arash Moradi-Karkaj","doi":"10.1109/ISGS54702.2021.9685015","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9685015","url":null,"abstract":"Serious Interactive Digital Narrative is the next step in the evolution of serious games: a deeply adaptive medium that applies player modeling at its core to provide seamless and justifiable personalized experience, which entrenches the impact of its serious discourse using the novel artificially intelligent methods. The objective of this exploratory paper is to re-explore the idea that narration has central role in serious games and interactiveness can arguably enrich the player experience. This is done through tracing relevant literature to highlight its importance and exploration into the arsenal of novel intelligent techniques as an attempt to elaborate on its realization, emphasizing on major functionality of interactive narrative in delegating agency and providing immersive experience for the player. To clarify, due to its exploratory nature, this study in its current stage is void of experimental results. Nevertheless, it concludes with a proposed prototype game design, outlining its key game design elements and stating possible outlooks.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127847358","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9684763
A. Asgari
the use of serious games for educating people and transferring organizational content is increasing globally. In this context, assessing the game's intervention to ensure the implementation of defined goals is necessary. The current research, using a scoping review research methodology, for the first time, introduces the concept of impact assessment (IA) to measure the consequences of game's intervention on player. Besides, the current research presents a framework for the impact assessment of educational games. The research findings inform the researchers, policymakers, developers, and other engaged people in the world of serious games, about the notions, and insights of IA during and after the game design.
{"title":"Impact Assessment as a new horizon for assessing the game's intervention: A framework for the impact assessment of educational games","authors":"A. Asgari","doi":"10.1109/ISGS54702.2021.9684763","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9684763","url":null,"abstract":"the use of serious games for educating people and transferring organizational content is increasing globally. In this context, assessing the game's intervention to ensure the implementation of defined goals is necessary. The current research, using a scoping review research methodology, for the first time, introduces the concept of impact assessment (IA) to measure the consequences of game's intervention on player. Besides, the current research presents a framework for the impact assessment of educational games. The research findings inform the researchers, policymakers, developers, and other engaged people in the world of serious games, about the notions, and insights of IA during and after the game design.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114866265","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9684760
Behdad Mansouri, Ardavan Roozkhosh, Hamed Farbeh
The current studies centered around the education system have shown dwindling levels of attention from the stu-dents. While the education system has established the globally well-received lecture system, abysmal student attention retention reports are alarming. According to these new findings and reports, the modern education system cannot engage students, especially when higher education is concerned. We have serious games as a possible solution to increase engagement and help students and scholars have a more exciting learning experi-ence. However, designing serious games in a way that they can serve both their educational and entertainment purpose can be extremely difficult. After achieving this feat, they must appeal to a vast audience if we consider them an alternative to conventional education. In this review paper, we analyze the effects of multiple projects that use adaptive AI to achieve this feat, all of which are tailored towards students and scholars and, more importantly, developed by a collective of institutes or governments. Furthermore, this paper reviews some of the notable methods and possible solutions to achieve adaptability in serious games. By the end of this paper, we show the importance and effectiveness of an adaptive AI in serious games in order to solve the issues of our modern education system.
{"title":"A Survey on Implementations of Adaptive AI in Serious Games for Enhancing Player Engagement","authors":"Behdad Mansouri, Ardavan Roozkhosh, Hamed Farbeh","doi":"10.1109/ISGS54702.2021.9684760","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9684760","url":null,"abstract":"The current studies centered around the education system have shown dwindling levels of attention from the stu-dents. While the education system has established the globally well-received lecture system, abysmal student attention retention reports are alarming. According to these new findings and reports, the modern education system cannot engage students, especially when higher education is concerned. We have serious games as a possible solution to increase engagement and help students and scholars have a more exciting learning experi-ence. However, designing serious games in a way that they can serve both their educational and entertainment purpose can be extremely difficult. After achieving this feat, they must appeal to a vast audience if we consider them an alternative to conventional education. In this review paper, we analyze the effects of multiple projects that use adaptive AI to achieve this feat, all of which are tailored towards students and scholars and, more importantly, developed by a collective of institutes or governments. Furthermore, this paper reviews some of the notable methods and possible solutions to achieve adaptability in serious games. By the end of this paper, we show the importance and effectiveness of an adaptive AI in serious games in order to solve the issues of our modern education system.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"1916 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127783551","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9684758
Shahriar Derhami, Behnam Alizadehashrafi, M. Faramoushi, Y. Movahedi
11This paper is extracted from the MA thesis of the first author Shahriar Derhami.―The present study was conducted to identify the behavior of video game players before and during the game. In this regard, a maze computer game was designed. 20 players from Tabriz University of Islamic Arts participated in this study. Before the game, the players demonstrated their behavioral personality by answering 30 questions based on Bartle's theory. Then, by playing the game and making their choices during the game, their behavioral personality was re-examined. Based on the findings of this study, a significant percentage of participants showed a killer personality. But during the game and faced with a momentary choice in the game, even other participants who did not demonstrate a killer personality in the questionnaire also showed the behavior of a killer. According to the obtained results and their analysis, there is a desire to compete and win, which is one of the main personality traits of killers in most players. Being in a predetermined position in the game scenario can lead to this behavioral character. Based on this finding, it can be concluded that examining players during a game will show more realistic results than personality tests.
{"title":"Analysis of instantaneous choices made by the player in a game based on his/her behavioral character","authors":"Shahriar Derhami, Behnam Alizadehashrafi, M. Faramoushi, Y. Movahedi","doi":"10.1109/ISGS54702.2021.9684758","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9684758","url":null,"abstract":"11This paper is extracted from the MA thesis of the first author Shahriar Derhami.―The present study was conducted to identify the behavior of video game players before and during the game. In this regard, a maze computer game was designed. 20 players from Tabriz University of Islamic Arts participated in this study. Before the game, the players demonstrated their behavioral personality by answering 30 questions based on Bartle's theory. Then, by playing the game and making their choices during the game, their behavioral personality was re-examined. Based on the findings of this study, a significant percentage of participants showed a killer personality. But during the game and faced with a momentary choice in the game, even other participants who did not demonstrate a killer personality in the questionnaire also showed the behavior of a killer. According to the obtained results and their analysis, there is a desire to compete and win, which is one of the main personality traits of killers in most players. Being in a predetermined position in the game scenario can lead to this behavioral character. Based on this finding, it can be concluded that examining players during a game will show more realistic results than personality tests.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128149114","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9685014
Reza Moradi Rahimabad, Mohammad Hossein Rezvani
Serious games are a type of digital game that is designed for a purpose other than just entertainment. These games are used in various fields such as defense, education, scientific exploration, health care, emergency management, urban planning, engineering, and politics. Today, users expect software programs to be not only functional but also attractive. This is the most important reason for the increasing growth of serious games. The elements of entertainment, excitement, and mentality embedded in serious games, motivate players and they can, by immersing themselves in the game, eventually into a state of empathy called Empathy Identification. In other words, serious video games are one of the most important entertainment tools that play an important role in people's empathy with various products of creative industries. In this study, we examine the factors affecting empathy between players in serious games. For this purpose, we use two path analysis models of linear regression and artificial neural networks. The results of this research have interesting implications for serious game designers.
{"title":"Identifying Factors Affecting the Empathy of Players in Serious Games","authors":"Reza Moradi Rahimabad, Mohammad Hossein Rezvani","doi":"10.1109/ISGS54702.2021.9685014","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9685014","url":null,"abstract":"Serious games are a type of digital game that is designed for a purpose other than just entertainment. These games are used in various fields such as defense, education, scientific exploration, health care, emergency management, urban planning, engineering, and politics. Today, users expect software programs to be not only functional but also attractive. This is the most important reason for the increasing growth of serious games. The elements of entertainment, excitement, and mentality embedded in serious games, motivate players and they can, by immersing themselves in the game, eventually into a state of empathy called Empathy Identification. In other words, serious video games are one of the most important entertainment tools that play an important role in people's empathy with various products of creative industries. In this study, we examine the factors affecting empathy between players in serious games. For this purpose, we use two path analysis models of linear regression and artificial neural networks. The results of this research have interesting implications for serious game designers.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121474606","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9684761
Payman Sharafian Ardakani, Hadi Moradi, F. Bahrami, M. Akbarfahimi
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the success of rehabilitation depends also on the motivation and perseverance of patients during treatment. Adding serious games to the rehabilitation procedure will help the patients to overcome the monotonicity of the treatment procedure better. On the other hand, if we can use different serious games with a robotic rehabilitation system, it will help us to define more easily tasks with different levels of difficulty, or again, to set up more options for patients to choose the desired game, among the existing games, for practicing the therapeutic tasks. This article provides a procedure for connecting a rehabilitation robot to several web games. In this vein, we designed an interface and connected our robot to the computer with a serial port. Finally, we proved our method with a survey from an experiment, And we demonstrate that having several games besides rehabilitation makes the procedure of rehabilitation entertaining.
{"title":"A web-based gamification of upper extremity robotic rehabilitation","authors":"Payman Sharafian Ardakani, Hadi Moradi, F. Bahrami, M. Akbarfahimi","doi":"10.1109/ISGS54702.2021.9684761","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9684761","url":null,"abstract":"In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the success of rehabilitation depends also on the motivation and perseverance of patients during treatment. Adding serious games to the rehabilitation procedure will help the patients to overcome the monotonicity of the treatment procedure better. On the other hand, if we can use different serious games with a robotic rehabilitation system, it will help us to define more easily tasks with different levels of difficulty, or again, to set up more options for patients to choose the desired game, among the existing games, for practicing the therapeutic tasks. This article provides a procedure for connecting a rehabilitation robot to several web games. In this vein, we designed an interface and connected our robot to the computer with a serial port. Finally, we proved our method with a survey from an experiment, And we demonstrate that having several games besides rehabilitation makes the procedure of rehabilitation entertaining.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"61 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116383217","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9684767
M. Moradi, Y. Mahdavinasab
Considering different player styles in games and their adaptability increases audiences' engagement, motivation, and learning, making it necessary to pay attention to the components of player styles in educational game design. One of the dominant player styles in educational games is the explorer style. Therefore, the purpose of this study is to evaluate the use of explorer player style components in existing educational games. For this purpose, based on the systematic review method, the components of exploration player styles were extracted, and the evaluation framework was determined. Then, through the purposeful sampling method, 10 educational games introduced by Iran Computer & Video Games Foundation were evaluated using the quantitative content analysis method. One-sample t-test was used to analyze the data, and the results of the analysis showed that the mean score of the exploration components in the sample group was $0. 78$, which was significantly $(mathrm{p} < 0.005)$ less than 1. This indicated that the exploration components had not been appropriately used in the selected educational games. Moreover, the existence of exploratory elements in the subsets of educational elements, dynamics, proportionality, and story of the game was not confirmed, but the existence of aesthetic and mechanic components in these educational games received confirmation. The results of the present study show that the application of exploratory game design style components needs more attention.
{"title":"Investigating the consideration of explorer player style in Iranian educational games","authors":"M. Moradi, Y. Mahdavinasab","doi":"10.1109/ISGS54702.2021.9684767","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9684767","url":null,"abstract":"Considering different player styles in games and their adaptability increases audiences' engagement, motivation, and learning, making it necessary to pay attention to the components of player styles in educational game design. One of the dominant player styles in educational games is the explorer style. Therefore, the purpose of this study is to evaluate the use of explorer player style components in existing educational games. For this purpose, based on the systematic review method, the components of exploration player styles were extracted, and the evaluation framework was determined. Then, through the purposeful sampling method, 10 educational games introduced by Iran Computer & Video Games Foundation were evaluated using the quantitative content analysis method. One-sample t-test was used to analyze the data, and the results of the analysis showed that the mean score of the exploration components in the sample group was $0. 78$, which was significantly $(mathrm{p} < 0.005)$ less than 1. This indicated that the exploration components had not been appropriately used in the selected educational games. Moreover, the existence of exploratory elements in the subsets of educational elements, dynamics, proportionality, and story of the game was not confirmed, but the existence of aesthetic and mechanic components in these educational games received confirmation. The results of the present study show that the application of exploratory game design style components needs more attention.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126824485","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 : 2021-11-25DOI: 10.1109/ISGS54702.2021.9684759
Behzad Soleimani Neysiani, Mohammad Ismaeil Shahabian, Seyed Moein Khayam Nekooei
Word-making games (WMG) are a particular type of puzzle game that is educational and suitable for memory strength improvement. There are many types of WMG, like using specific letters or optional letters by player. Cheating in games always is interesting for players, mainly in competitive social games. Cheating in social computer-based WMG is very hard because it is a real-time game and depends on players' speed, so there is no time to check dictionaries. If we have an online dictionary on a computer, checking the existence of different combinations and permutations of letters in the dictionary is time-consuming, too. We coded a program to do this job, and it is slower than a good player considering the vast number of words in the dictionary and too many permuted words. This study introduces a new prefix tree-based -or Trie-called neural match tree (NMT) to save the dictionary and reduce the search time. Moreover, the proposed method reduces the number of permutations precisely to the number of defined words. The experimental results show more than 99% improvement relative and averagely more than 100K times absolutely for speed versus brute force. This kind of cheating can be known as serious cheating against serious games, which involves technical and creative solutions to win a game.
{"title":"Serious Cheating in Word Making Games with Specific Letters using Fast Correct Word Finder by Neural Match Tree: High-Performance Data Structure and Algorithms for Word Processing Games","authors":"Behzad Soleimani Neysiani, Mohammad Ismaeil Shahabian, Seyed Moein Khayam Nekooei","doi":"10.1109/ISGS54702.2021.9684759","DOIUrl":"https://doi.org/10.1109/ISGS54702.2021.9684759","url":null,"abstract":"Word-making games (WMG) are a particular type of puzzle game that is educational and suitable for memory strength improvement. There are many types of WMG, like using specific letters or optional letters by player. Cheating in games always is interesting for players, mainly in competitive social games. Cheating in social computer-based WMG is very hard because it is a real-time game and depends on players' speed, so there is no time to check dictionaries. If we have an online dictionary on a computer, checking the existence of different combinations and permutations of letters in the dictionary is time-consuming, too. We coded a program to do this job, and it is slower than a good player considering the vast number of words in the dictionary and too many permuted words. This study introduces a new prefix tree-based -or Trie-called neural match tree (NMT) to save the dictionary and reduce the search time. Moreover, the proposed method reduces the number of permutations precisely to the number of defined words. The experimental results show more than 99% improvement relative and averagely more than 100K times absolutely for speed versus brute force. This kind of cheating can be known as serious cheating against serious games, which involves technical and creative solutions to win a game.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134575079","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}