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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.