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- ArticleAugust 2024
Digital Discussion Game on Values: Development, Use and Possibilities for Measuring Its Functionality
Innovative Technologies and LearningPages 193–202https://doi.org/10.1007/978-3-031-65881-5_21AbstractTo develop dialogic communication for ethical decision-making and value clarification, a digital discussion game on values was designed as there was a lack in methodological tools targeting different age-groups and involving people in communities. ...
- ArticleJuly 2024
Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles
Blended Learning. Intelligent Computing in EducationPages 163–175https://doi.org/10.1007/978-981-97-4442-8_12AbstractDigital educational games face challenges in integrating into authentic classroom contexts. Employing a design-based research methodology, this study developed a vector digital game targeting Chinese high school students, and implemented it in ...
- abstractNovember 2021
Shoot Down Drones with Your Answer, an Integration of a Questionnaire into a VR Experience
SUI '21: Proceedings of the 2021 ACM Symposium on Spatial User InteractionArticle No.: 24, Pages 1–2https://doi.org/10.1145/3485279.3488282In this study, we propose the method of integrating a questionnaire into a VR experience. From the result of comparative experiment, our proposed method can alleviate the effect of transition from the VR experience to the questionnaire and maintain the ...
- research-articleOctober 2021
Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance Augmentation
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 225, Pages 1–21https://doi.org/10.1145/3474652Research on VR Exergaming is mostly conducted with participants who are not presented a choice whether or not to play the exergame and thus to perform a certain strenuous activity. Whether players would engage in such activity if it were optional and how ...
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- research-articleSeptember 2021
Listening Space: An Exploratory Case Study on a Persuasive Game Designed to Enrich the Experience of Classical Music Concerts
Journal on Computing and Cultural Heritage (JOCCH), Volume 14, Issue 4Article No.: 49, Pages 1–20https://doi.org/10.1145/3458677Classical music venues in the Netherlands and throughout the world are struggling to attract new audiences. Especially younger visitors are underrepresented. Previous research emphasizes the importance of providing new, potentially interested audiences ...
- research-articleSeptember 2019
Fox and Geese: A Digital Ancient Board Game
GoodTechs '19: Proceedings of the 5th EAI International Conference on Smart Objects and Technologies for Social GoodPages 195–200https://doi.org/10.1145/3342428.3342687The technological evolution in the mobile sector has experienced an exponential growth in the last years. The number of functionalities has grown, and of course the way we use these devices has changed. Starting with calls and messages, introducing ...
- research-articleSeptember 2019
A recommender system for heterogeneous and time sensitive environment
RecSys '19: Proceedings of the 13th ACM Conference on Recommender SystemsPages 210–218https://doi.org/10.1145/3298689.3347039The digital game industry has recently adopted recommender systems to deliver the most relevant content and suggest the most suitable activities to players. Because of diverse game designs and dynamic experiences, recommender systems typically operate ...
- abstractAugust 2017
Recommendation Applications and Systems at Electronic Arts
RecSys '17: Proceedings of the Eleventh ACM Conference on Recommender SystemsPage 338https://doi.org/10.1145/3109859.3109928The digital game industry has recently adopted recommendation systems to provide suitable game and content choices to players. Recommendations in digital games have several unique applications and challenges compared to other well known recommendation ...
- research-articleJanuary 2017
Individual learner big data based cloud role player game learning
Intelligent Data Analysis (INDA), Volume 21, Issue S1Pages S41–S53https://doi.org/10.3233/IDA-170871In this research, an Individual Learner Big Data Based Cloud Role Player Game Learning Corresponding to Individual Learner Big Data is proposed. Based on the proposed platform, all the learning states and information (Big Data) of individual learner can be ...
- research-articleDecember 2016
Training Anchoring and Representativeness Bias Mitigation Through a Digital Game
- Yu-Hao Lee,
- Norah E. Dunbar,
- Claude H. Miller,
- Brianna L. Lane,
- Matthew L. Jensen,
- Elena Bessarabova,
- Judee K. Burgoon,
- Bradley J. Adame,
- Joseph J. Valacich,
- Elissa A. Adame,
- Eryn Bostwick,
- Cameron W. Piercy,
- Javier Elizondo,
- Scott N. Wilson
Simulation and Gaming (SIMG), Volume 47, Issue 6Pages 751–779https://doi.org/10.1177/1046878116662955Objective. Humans systematically make poor decisions because of cognitive biases. Can digital games train people to avoid cognitive biases? The goal of this study is to investigate the affordance of different educational media in training people about ...
- research-articleJune 2014
An Approach to Behavior Authoring for Non-Playing Characters in Digital Games
MIDI '14: Proceedings of the 2014 Mulitmedia, Interaction, Design and Innovation International Conference on Multimedia, Interaction, Design and InnovationPages 1–7https://doi.org/10.1145/2643572.2643585In this paper, we explore a design solution that would enable novice users to successfully author AI behaviors. We detail on the first design pass over the representational vocabulary and the authoring activity created to identify an appropriate user ...
- short-paperJune 2014
Using digital game as clinical screening test to detect color deficiency in young children
IDC '14: Proceedings of the 2014 conference on Interaction design and childrenPages 337–340https://doi.org/10.1145/2593968.2610486Digital games as education tools for children have been studied in the past. However, the use of digital games in clinical environments such as for children's healthcare is still rare in the research community. This paper reports on the development of a ...
- research-articleApril 2014
DoDo game, a color vision deficiency screening test for young children
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2289–2292https://doi.org/10.1145/2556288.2557334This paper presents 'DoDo's Catching Adventure,' a new color vision deficient screening test for young children. Early detection of color blindness among children is useful for parents and teachers to better understand children's needs, to overcome ...
- research-articleJanuary 2014
Spatial play effects in a tangible game with an F-formation of multiple players
AUIC '14: Proceedings of the Fifteenth Australasian User Interface Conference - Volume 150Pages 57–66Drawing on Kendon's F-formation framework of social interaction, we analysed the game-space activity of collocated players engaged in a tangible multiplayer game. Game input from groups of 3 players interacting competitively in a natural spatial ...
- research-articleSeptember 2013
Combining moving bodies with digital elements: design space between players and screens
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and DeathArticle No.: 17, Pages 1–10https://doi.org/10.1145/2513002.2513014In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. In contrast, digital games often focus on engagement via a screen. By combining digital elements with playground ideas we ...
- ArticleJuly 2012
An Electronic Tabletop 'eTableTop' Exercise for UK Police Major Incident Education
ICALT '12: Proceedings of the 2012 IEEE 12th International Conference on Advanced Learning TechnologiesPages 40–42https://doi.org/10.1109/ICALT.2012.14UK Emergency Service Major Incident training is traditionally delivered using very high (via bespoke simulation centres) or low tech (using slides, models and paper maps) means. The Greater Manchester Police (GMP) Resilience Development Unit (RDU) is ...
- ArticleSeptember 2011
Investigating the impact of integrating self-explanation into an educational game: a pilot study
Edutainment'11: Proceedings of the 6th international conference on E-learning and games, edutainment technologiesPages 250–254The purpose of this study was to examine the effect of integrating self-explanation principles [2] into a digital game-based environment on the students' acquisition of light and shadow concepts. 35 third graders were recruited and randomly assigned to ...
- short-paperOctober 2010
Evaluation of digital games using QOL measurements
MM '10: Proceedings of the 18th ACM international conference on MultimediaPages 1039–1042https://doi.org/10.1145/1873951.1874144Digital Games have become part of everyday life all over the world. In this article, we suggest to use Quality of Life (QOL) to investigate the characteristics of game play and to evaluate games. We measured emotional changes caused by game play using a ...
- ArticleSeptember 2010
Development of wall amusements utilizing gesture input
Focusing on an infrared camera and a near-infrared radar, we have developed a system for new amusements which we can operate by gesture input toward a screen or moving our bodies in front of a screen projected on a wall. The infrared camera is used for ...