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  4. 2014
Showing papers in "Entertainment Computing in 2014"
Journal Article•10.1016/J.ENTCOM.2013.06.002•
BrainHex: A neurobiological gamer typology survey

[...]

Lennart E. Nacke1, Chris Bateman2, Regan L. Mandryk3•
University of Ontario Institute of Technology1, University of Bolton2, University of Saskatchewan3
01 Jan 2014-Entertainment Computing
TL;DR: This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2).

345 citations

Journal Article•10.1016/J.ENTCOM.2014.08.002•
Flow framework for analyzing the quality of educational games

[...]

Kristian Kiili1, Timo Lainema2, Sara de Freitas3, Sylvester Arnab3•
Tampere University of Technology1, University of Turku2, Coventry University3
01 Dec 2014-Entertainment Computing
TL;DR: A flow framework that describes the dimensions of flow experience that can be used to analyze the quality of educational games is presented and indicates that the framework is a useful tool to aid the analysis of game-based learning experiences.

163 citations

Journal Article•10.1016/J.ENTCOM.2014.07.003•
Serious games and the development of an entrepreneurial mindset in higher education engineering students

[...]

Francesco Bellotti1, Riccardo Berta1, A. De Gloria1, Elisa Lavagnino1, Alessandra Antonaci, Francesca Maria Dagnino, Michela Ott, Margarida Romero2, Mireia Usart2, Igor Mayer3 •
University of Genoa1, Ramon Llull University2, Delft University of Technology3
01 Dec 2014-Entertainment Computing
TL;DR: The paper presents a table template, based on state of the art models for entrepreneurship education, that is used for the scouting of the most suited SGs and defining the most appropriate mix for their use in the courses, keeping into account targeted competences and skills, usability and pedagogical effectiveness.

115 citations

Journal Article•10.1016/J.ENTCOM.2014.10.008•
MARIO: Mid-air Augmented Reality Interaction with Objects

[...]

Hanyuool Kim1, Issei Takahashi1, Hiroki Yamamoto1, Satoshi Maekawa, Takeshi Naemura1 •
University of Tokyo1
01 Dec 2014-Entertainment Computing
TL;DR: By creating a spatial link between images appearing in mid-air and physical objects, the MARIO system extends video games into the real world and enables images to be displayed in 3D spaces beyond screens.

70 citations

Journal Article•10.1016/J.ENTCOM.2014.10.006•
Design guidelines for developing customised serious games for parkinson's disease rehabilitation using bespoke game sensors

[...]

Ioannis Paraskevopoulos1, Emmanuel Tsekleves2, Cathy Craig, Caroline Whyatt3, John Cosmas4 •
Anglia Ruskin University1, Lancaster University2, Queen's University Belfast3, Brunel University London4
01 Dec 2014-Entertainment Computing
TL;DR: The authors acknowledge Brunel University for funding the pilot study and Queen’s University in Belfast for organising and hosting the pilot testing interventions.

66 citations

Journal Article•10.1016/J.ENTCOM.2014.09.002•
Video game personalisation techniques: A comprehensive survey

[...]

Stephen Karpinskyj1, Fabio Zambetta1, Lawrence Cavedon1•
RMIT University1
01 Dec 2014-Entertainment Computing
TL;DR: The most relevant trends and directions of research in personalisation for computer games, a true multi-disciplinary problem requiring contributions from areas as diverse as artificial and computational intelligence, game studies, psychology, game design, and human–computer interaction are surveyed.

54 citations

Journal Article•10.1016/J.ENTCOM.2014.04.002•
Gamifying requirement elicitation: Practical implications and outcomes in improving stakeholders collaboration☆

[...]

Cláudia Ribeiro1, Carla Farinha, João Pereira1, Miguel Mira da Silva1•
Technical University of Lisbon1
01 Dec 2014-Entertainment Computing
TL;DR: The paper aims to evaluate the effectiveness and acceptance of such a collaborative tool which was developed by using a gamification approach and the Six Thinking Hats method and the implication and outcomes of improving stakeholders collaboration.

40 citations

Journal Article•10.1016/J.ENTCOM.2014.10.004•
Comparing interaction techniques for serious games through brain–computer interfaces: A user perception evaluation study

[...]

Fotios Liarokapis1, Fotios Liarokapis2, Kurt Debattista3, Athanasios Vourvopoulos4, Panagiotis Petridis2, Alina Ene2 •
Masaryk University1, Coventry University2, University of Warwick3, Madeira Interactive Technologies Institute4
01 Dec 2014-Entertainment Computing
TL;DR: Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration.

36 citations

Journal Article•10.1016/J.ENTCOM.2014.08.011•
A digital manipulative for embodied “stage-narrative” creation

[...]

Cristina Sylla1, Clara Pereira Coutinho1, Pedro Branco1•
University of Minho1
01 Dec 2014-Entertainment Computing
TL;DR: It is concluded that the digital manipulative enables the performance of what is called embodied stage-narratives, promoting children’s imagination and creative thinking, as well as fostering early literacy skills and metalinguistic awareness.

36 citations

Journal Article•10.1016/J.ENTCOM.2014.01.001•
Interrogating social presence in games with experiential vignettes

[...]

Matthew Hudson1, Paul Cairns1•
University of York1
01 May 2014-Entertainment Computing
TL;DR: Three other small scale, largely qualitative studies are conducted that set out to manipulate social presence in games, in particular using the ambiguity of whether co-players are human to probe the relevance of social presence.

33 citations

Journal Article•10.1016/J.ENTCOM.2014.04.005•
Head movement and facial expressions as game input

[...]

Mirja Ilves1, Yulia Gizatdinova1, Veikko Surakka1, Esko Vankka1•
University UCINF1
01 Aug 2014-Entertainment Computing
TL;DR: A hands-free video game that utilizes information on the player’s real-time face position and facial expressions as intrinsic elements of a gameplay is developed and a high level of experienced arousal in the case of computer vision-based interaction is suggested.
Journal Article•10.1016/J.ENTCOM.2014.06.002•
Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines

[...]

André Pinheiro, Paulo Fernandes, Ana Maia, Gonçalo Cruz, Daniela Pedrosa1, Benjamim Fonseca, Hugo Paredes, Paulo Martins, Leonel Morgado2, Jorge Rafael •
University of Coimbra1, Universidade Aberta2
01 Dec 2014-Entertainment Computing
TL;DR: The development of a 3D mechanical maintenance training simulator for F-16 engines, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators.
Journal Article•10.1016/J.ENTCOM.2014.09.001•
Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch ☆

[...]

Anders Drachen1, J. Riley2, S. Baskin2, Diego Klabjan2•
Aalborg University1, Northwestern University2
01 Dec 2014-Entertainment Computing
TL;DR: An analysis of auction house data from the MMOG Glitch, across a 14 month time period, the entire lifetime of the game, provides a template analysis and visualization model for progression-based or temporal-based analysis of player behavior broadly applicable to games.
Journal Article•10.1016/J.ENTCOM.2014.02.001•
The name in the game: Patterns in character names and gamer tags

[...]

Anders Drachen1, Rafet Sifa2, Christian Thurau•
Aalborg University1, Fraunhofer Society2
01 Jan 2014-Entertainment Computing
TL;DR: A large-scale, cross-game analysis of names and behaviors in games is presented, based on datasets spanning over eight million character names and 80,000 gamer tags with associated behavioral data, from four major commercial game titles, indicating that the name chosen by players for their characters or tags can potentially be useful for player profiling purposes in online games.
Journal Article•10.1016/J.ENTCOM.2014.10.007•
Validation of a social media quiz game as a measurement instrument for climate change knowledge

[...]

Sebastian Seebauer1•
University of Graz1
01 Dec 2014-Entertainment Computing
TL;DR: The present study confirms game statistics from the social media game Climate Quiz to measure climate change knowledge and establishes a point score that shows satisfactory reliability, criterion validity referring to conventional quiz questions as well as expert judgments, and discriminant validity regarding psychological attributes related to knowledge.
Journal Article•10.1016/J.ENTCOM.2014.08.008•
Improving level design through game user research: A comparison of methodologies

[...]

Marcello A. Gómez-Maureira, Michelle Westerlaken, Dirk P. Janssen, Stefano Gualeni, Licia Calvi 
01 Dec 2014-Entertainment Computing
TL;DR: It is concluded that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.
Journal Article•10.1016/J.ENTCOM.2014.01.002•
Background music matters: Why video games lead to increased aggressive behavior?

[...]

Jiulin Zhang1, Xuemei Gao1•
Southwest University1
01 May 2014-Entertainment Computing
TL;DR: It is shown that background music has an indispensable role in the level of aggression induced through video games, and it is both necessary and beneficial to design background music for video games in such a way that it matches the action taking place in the game.
Journal Article•10.1016/J.ENTCOM.2014.08.006•
Assessing the player interaction experiences based on playability

[...]

José Luis González Sánchez, Francisco Luis Gutiérrez Vela1•
University of Granada1
01 Dec 2014-Entertainment Computing
TL;DR: A strong relationship between user experience (UX) and playability is introduced and justified, a characterisation of player experience (PX) is presented based on playability, and a practical method for player experience assessment is described by using the Castlevania: Lords of Shadow video game to be a.
Journal Article•10.1016/J.ENTCOM.2014.03.004•
Temporal multimodal data synchronisation for the analysis of a game driving task using EEG

[...]

Aparajithan Sivanathan1, Theodore Lim1, Sandy Louchart1, James Millar Ritchie1•
Heriot-Watt University1
01 Dec 2014-Entertainment Computing
TL;DR: A novel and generic technique based on inducing identifiable signature pulses in data channels to accurately synchronise multiple temporal data streams to create contextualised information from which a deep analysis of game mechanics and their effects can be performed.
Journal Article•10.1016/J.ENTCOM.2014.08.009•
Schoolchildren’s user experiences on a physical exercise game utilizing lighting and audio

[...]

Tuuli Keskinen1, Jaakko Hakulinen1, Markku Turunen1, Tomi Heimonen1, Antti Sand1, Janne Paavilainen1, Jaana Parviainen2, Sari Yrjänäinen2, Frans Mäyrä1, Jussi Okkonen1, Roope Raisamo1 •
University UCINF1, University of Tampere2
01 Dec 2014-Entertainment Computing
TL;DR: The results show that a physical exercise game enhanced with lighting and audio keeps schoolchildren motivated both mentally and physically even after several playtimes, and in subjective evaluations, participants still found the story of the game interesting after three playtimes.
Journal Article•10.1016/J.ENTCOM.2014.08.007•
An interaction approach to computer animation

[...]

Benjamin Walther-Franks1, Rainer Malaka1•
University of Bremen1
01 Dec 2014-Entertainment Computing
TL;DR: This work proposes an HCI perspective on computer animation that relates the state-of-the-art in motion design interfaces to the concepts and terminology of this field and demonstrates how this interaction-centric approach can be put into practice in the development of a multi-touch animation system.
Journal Article•10.1016/J.ENTCOM.2014.08.003•
Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game

[...]

Raúl Lara-Cabrera1, Carlos Cotta1, Antonio J. Fernández-Leiva1•
University of Málaga1
01 Dec 2014-Entertainment Computing
TL;DR: A procedural content generation (PCG) method that is able to generate aesthetic maps for a real-time strategy game and self-organizing maps are used to ascertain whether the so-generated maps naturally cluster together with aesthetic maps, as well as to provide a qualitative assessment of the ability of each set of features to characterize the latter.
Journal Article•10.1016/J.ENTCOM.2014.02.002•
Plagiarism in game programming competitions

[...]

H.J. van den Herik1, Aske Plaat2, David N. L. Levy, D. Dimov1•
Leiden University1, Tilburg University2
01 Aug 2014-Entertainment Computing
TL;DR: The investigation, the report of the investigation, and the verdict that Rajlich was guilty of the plagiarism took place in the form of a version of Crowdsourced Online Dispute Resolution (CODR).
Journal Article•10.1016/J.ENTCOM.2014.09.003•
Planar character animation using genetic algorithms and GPU parallel computing

[...]

Benjamin Kenwright1•
Edinburgh Napier University1
01 Dec 2014-Entertainment Computing
TL;DR: Generic evolutionary techniques are demonstrated that emulate physically-plausible and life-like animations for a wide range of articulated creatures in dynamic environments that address the computational bottleneck of the genetic algorithms by applying the method to a massively parallel computational environments.
Journal Article•10.1016/J.ENTCOM.2014.07.002•
Navigating in 3D space with a handheld flexible device

[...]

Meagan Leflar1, Audrey Girouard1•
Carleton University1
01 Dec 2014-Entertainment Computing
TL;DR: This work compares two sets of bend gestures to control a first person camera in a 3D maze, one inspired by console game controllers, and the other inspired by PC game controls, and shows that users prefer the set inspired by the console controller.
Journal Article•10.1016/J.ENTCOM.2014.08.001•
Metrics for desired structural features for narrative renderings of game logs

[...]

Pablo Gervás1•
Complutense University of Madrid1
01 Dec 2014-Entertainment Computing
TL;DR: A model of the task of narrative composition is presented as a set of operations that need to be carried out to obtain a linear sequence of event descriptions from aSet of events that inspire the narration.
Journal Article•10.1016/J.ENTCOM.2013.12.001•
A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent

[...]

Paul Martin1•
The University of Nottingham Ningbo China1
01 Jan 2014-Entertainment Computing
TL;DR: Three measures drawn from space syntax are proposed as means of describing game spaces with a view to a morphological critical analysis of Splinter Cell: Double Agent in order to evaluate the space in terms of the navigational challenges and affordances it presents the player.
Journal Article•10.1016/J.ENTCOM.2013.06.003•
The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames

[...]

Amin Tavassolian1, Kevin G. Stanley1, Carl Gutwin1•
University of Saskatchewan1
01 Jan 2014-Entertainment Computing
TL;DR: This work provides an empirically-grounded algorithmic foundation for the design and practical deployment of ATMs in larger games, a foundation that can improve the balance and experience in these games.
Journal Article•10.1016/J.ENTCOM.2013.10.001•
Investigating informative performance metrics for a multicore game world server

[...]

James Munro1, Kofi Appiah1, Patrick Dickinson1•
University of Lincoln1
01 Jan 2014-Entertainment Computing
TL;DR: It is shown how server metrics can be directly connected with game semantics, and used to predict the impact of game design changes on server performance, to show how the design and optimization of game software has gained recent interest.
Journal Article•10.1016/J.ENTCOM.2013.10.002•
Move similarity analysis in chess programs

[...]

Don Dailey1, Adam Hair1, Mark E. Watkins1•
University of Sydney School of Mathematics and Statistics1
01 Aug 2014-Entertainment Computing
TL;DR: Commenting on such issues as: the robustness of the methods, whether strong engines tend to play more similarly than weak ones, and the observed Fruit/Rybka move-similarity data are reported on.

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