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- research-articleJune 2011
Is more movement better?: a controlled comparison of movement-based games
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 331–333https://doi.org/10.1145/2159365.2159429In this paper, we describe research comparing Nintendo Wii games with game play that elicits low, medium, and high amounts of player motion. We asked players to rate fun, happiness, frustration, and energy level after each round of play, and analyzed ...
- research-articleJune 2011
Brain-computer interfaces for 3D games: hype or hope?
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 325–327https://doi.org/10.1145/2159365.2159427Brain-Computer Interfaces (BCI) are communication systems conveying messages through brain activity only. This paper elaborates on the suitability of BCI for 3D Video Games (VG). Thus, we first review some recent BCI-based 3D VG. We then discuss the ...
- research-articleJune 2011
A different approach to teaching Chinese through serious games
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 304–306https://doi.org/10.1145/2159365.2159420From the days of computer assisted language learning (CALL) [10], using computers as a means to acquire a new language has been a long standing research field. Chinese is a notoriousloy difficult language to learn, and teaching methods that are used ...
- research-articleJune 2011
The chain model for social tagging game design
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 295–297https://doi.org/10.1145/2159365.2159417We introduce the Chain Model for object association games, and two social tagging games based on this model. GiveALink Slider and Great Minds Think Alike harness human power to generate large streams of high-quality social tagging data. Such social ...
- research-articleJune 2011
Multi-core processing within the frontal lobe
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 280–282https://doi.org/10.1145/2159365.2159412Study of the brain is somewhat similar to understanding a multi-core processor. Video games offer a way to study how different sensory inputs affect motor output. Co-processors, comparator elements, and integrators of executive function and working ...
- research-articleJune 2011
An enjoyment metric for the evaluation of alternate reality games
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 277–279https://doi.org/10.1145/2159365.2159411Alternate Reality Games layer a fictional world over the real world in order to provide players with a location-based interactive narrative experience. Building off previous work on game flow and enjoyment metrics in games, we present a metric based on ...
- research-articleJune 2011
Towards the next generation of board game opponents
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 274–276https://doi.org/10.1145/2159365.2159410While computer games can give users many other forms of immersive entertainment, the social richness that exists in face to face interactions is being lost. In this paper we start by presenting a brief review on artificial board game opponents. Given ...
- research-articleJune 2011
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 196–203https://doi.org/10.1145/2159365.2159392Although there has been research suggesting that people will treat computers socially and even consider computers as team-mates, there does not seem to have been any research looking specifically at how the perception of team-mate identity affects game ...
- research-articleJune 2011
If you build it they might stay: retention mechanisms in World of Warcraft
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 180–187https://doi.org/10.1145/2159365.2159390We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game ...
- research-articleJune 2011
A new look at World of Warcraft's social landscape
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 174–179https://doi.org/10.1145/2159365.2159389World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting complex social interactions among over 12 million players. While the "lone gamer" stereotype still persists, there is little data on gaming with other players with whom one ...
- research-articleJune 2011
Supplemental sonification of a bingo game
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 168–173https://doi.org/10.1145/2159365.2159388Visual cues are typically used in video games to indicate to the player what input to provide and when. Cues represented in multiple modalities that are presented simultaneously can be detected at lower thresholds, faster and more accurately than when ...
- research-articleJune 2011
A study of raiders with disabilities in World of Warcraft
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 161–167https://doi.org/10.1145/2159365.2159387In the last decade, online video games in persistent virtual worlds have gained increasing popularity. Since some portion of the player population possesses a disability of some sort, as more players join in to play online games, the number of players ...
- research-articleJune 2011
Navigating a 3D avatar using a single switch
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 154–160https://doi.org/10.1145/2159365.2159386Many users with severe motor impairments, such as quadriplegics, interact with computers using an indirect selection technique called switch access scanning. Switch scanning allows for iteratively selecting an input from a set of input options using a ...
- research-articleJune 2011
Real-time sensory substitution to enable players who are blind to play video games using whole body gestures
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 147–153https://doi.org/10.1145/2159365.2159385Gesture-based interaction adds a new level of immersion to video games, but players who are blind are unable to play them as games use visual cues to indicate what gesture to provide and when. Though visual cues can be substituted with audio or haptic ...
- research-articleJune 2011
Fun and learning: the power of narrative
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital GamesJune 2011, Pages 23–29https://doi.org/10.1145/2159365.2159369This paper describes the results of a comparative study carried out in a Singapore High School to test four versions of our game for learning, to investigate the effectiveness of puzzle and narrative-based games in engaging students, how the games ...