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Applied games

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lightbulbAbout this topic
Applied games are interactive digital experiences designed for specific purposes beyond entertainment, such as education, training, or behavior change. They leverage game mechanics and principles to engage users, facilitate learning, and promote skill development in various contexts, often incorporating elements of psychology and design to enhance effectiveness.
lightbulbAbout this topic
Applied games are interactive digital experiences designed for specific purposes beyond entertainment, such as education, training, or behavior change. They leverage game mechanics and principles to engage users, facilitate learning, and promote skill development in various contexts, often incorporating elements of psychology and design to enhance effectiveness.

Key research themes

1. How can cognitive science leverage action games as experimental paradigms to understand complex human cognition?

This research area investigates the use of action video games as complex yet controllable experimental paradigms for studying cognitive processes. It explores how such games enable the integration and analysis of multiple cognitive functions acting together in realistic, engaging tasks, thereby meeting Allen Newell's challenge of modeling genuine human behavior comprehensively. This theme is critical for advancing cognitive theories by grounding them in rich, naturalistic data rather than oversimplified laboratory tasks.

Key finding: Action games provide a 'manageably complex' environment that balances complexity with experimental control, enabling sustained engagement and rich data capture across multiple cognitive domains such as perception, attention,... Read more

2. What frameworks and design principles optimize gamified assessments and adaptive learning within educational and applied game environments?

This line of research focuses on the integration of embedded, unobtrusive assessment methods—termed stealth assessments—within games to accurately measure complex competencies such as problem-solving and other multidimensional skills. It also investigates methodologies like Evidence-Centered Design (ECD) for structuring the assessment engineering and balancing challenge to maintain learner engagement (flow). These frameworks enable dynamic adaptation and personalized scaffolding, maximizing the educational value of games beyond entertainment. This theme is pivotal in realizing the full potential of games for learning and competency evaluation.

Key finding: Introduced stealth assessment based on Evidence-Centered Design (ECD), providing a methodological framework that links competency modeling, task design, and evidence extraction to dynamically assess and adapt to player... Read more
Key finding: Proposes a taxonomy differentiating learning mechanics, assessment mechanics, and game mechanics to guide the design of games that generate valid educational metrics. Emphasizes the critical role of assessment mechanics in... Read more
Key finding: Develops a nuanced conceptualization of validity specific to simulations and games as simplified models of complex real-world reference systems. Identifies four aspects of validity critical to games: content, construct,... Read more

3. How do game design and problem-solving relate, and what role do pattern recognition and strategic thinking play in mathematical and educational games?

This research theme explores the intrinsic relationship between gameplay and cognitive skills such as problem solving, pattern recognition, and strategy formulation, especially within mathematical games and educational contexts. It examines methodological approaches to identifying underlying structures and declarative characteristics of games before devising procedural solutions, emphasizing creativity and flexible thinking. Understanding these mechanisms is key for designing games that genuinely develop transferable problem-solving competencies and mathematical insight.

Key finding: Demonstrates a rigorous problem-solving methodology that prioritizes declarative characterization of mathematical games (i.e., explicit identification of underlying patterns) prior to operational solution development.... Read more
Key finding: Presents empirical research linking elementary students' ability to recognize patterns with their performance in strategy-based mathematical games. Through factor analysis and quantitative methods, the study differentiates... Read more
Key finding: Critically analyzes problem solving in games, distinguishing between different problem structures and emphasizing the importance of domain and context specificity. Advocates for theoretical and operational models of problem... Read more

All papers in Applied games

Background: Physical activity is linked to benefits such as increased physical fitness, cognition, emotional and social functioning, general health and well-being in older people. Some evidence suggests that this also applies to people... more
Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia... more
2 of 2 DEMENTIA CARE AND PSYCHOSOCIAL FACTORS Conclusion: FindMyApps was experienced as a useful tool by most people with dementia/MCI and informal caregivers. Several adaptations to the trial protocol are recommended, to ensure robust... more
Content: video 6 minutes 34 seconds Language: English Description: The results from Iteration 7 (see figure 8 pg. 43) is a digital prototype of the paper prototype of Iteration 7. APPENDIX R DesignState _7_Digital_1.2 Content: video 24... more
The purpose of this quasiexperimental quantitative research study was to examine the extent to which students enrolled in a doctoral program at a Christian university located in the southwestern United consisted of 19 doctoral students (n... more
Playing style recognition is crucially important for style-based adaptation of digital games. Unlike traditional ways for measuring of styles by means of self-reports, automatic style estimation incorporated into a video game appears to... more
This chapter will situate academia in relation to serious games commercial production and contextual adoption, and vice-versa. As a researcher it is critical to recognize that academic research of serious games does not occur in a vacuum.... more
INTRODUCTION Game jams encourage participants to define, explore, create, and disseminate games with respect to a pre-defined time-period and under specified constraints. Various methods and approaches have helped with establishing... more
This paper presents and discusses the online version of Quantum Game Jams, events where quantum physics related games are created. It consists of a two-part investigation into online Quantum Game Jams. The first part involves examining... more
In May 2019, A Night in the Forum videogame was published in the Sony PlayStation store, for PS VR. It was the final result of the REVEAL EU project, whose goal was to identify strategies, features, and tools to develop educational titles... more
Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication... more
V boji proti sedavému způsobu života vznikají nové nabídky pohybových aktivit a netradičních her, kterými se snaží ve společnosti motivovat větší množství lidí k aktivnímu trávení volného času a rozšířit nabídku pohybových aktivit pro... more
The presentation explains the approach of the RAGE project. It presents three examples of RAGE software components and how these can be easily reused for applied game development.
espanolSe describen las lineas de investigacion del grupo Mejora del Proceso Software y Metodos Formales de la Universidad de Cadiz, en relacion a las tecnologias del aprendizaje e informatica educativa EnglishResearch lines of the... more
In this paper, we present a new model to analyse therapeutic games. The goal of the model is to describe and analyse the relations between the three aspects of a therapeutic game: the player, the game, and the therapy. The model is... more
As part of a more general research, this paper presents a work in progress experiment for generating videogame mechanics and rules in a fully procedural way. A practical application of the detailed theoretical approach is also detailed as... more
Games are increasingly used for purposes that stretch be-yond their primary strength as medium for entertainment.The interactive nature of games provide players with variousopportunity to deal with complex (societal) issues on a... more
The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios,... more
Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication... more
INTRODUCTION Game jams encourage participants to define, explore, create, and disseminate games with respect to a pre-defined time-period and under specified constraints. Various methods and approaches have helped with establishing... more
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of... more
In this paper, we present a new model to analyse therapeutic games. The goal of the model is to describe and analyse the relations between the three aspects of a therapeutic game: the player, the game, and the therapy. The model is... more
The design of an applied game is complicated by needing to balance its usefulness, game- play experience, and sustainability. In the applied design process, game designers occupy a pivotal position between game design knowledge,... more
Este artículo describe los objetivos y las principales tareas del proyecto TECNOPARLA dedicado al desarrollo de tecnologías avanzadas del habla en Catalán Palabras clave: tecnología del habla, reconocimiento del habla, conversión texto a... more
Background: Physical activity is linked to benefits such as increased physical fitness, cognition, emotional and social functioning, general health and well-being in older people. Some evidence suggests that this also applies to people... more
Playing style recognition is crucially important for style-based adaptation of digital games. Unlike traditional ways for measuring of styles by means of self-reports, automatic style estimation incorporated into a video game appears to... more
Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication... more
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of... more
Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive,... more
The presentation explains the approach of the RAGE project. It presents three examples of RAGE software components and how these can be easily reused for applied game development.
Patterns embody repeating phenomena, and, as such, they are partly but not fully detachable from their context. ‘Design patterns’ and ‘pattern languages’ are established methods for working with patterns. They have been applied in... more
The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios,... more
Many research projects have assessed the possibility and effectiveness of implementing games as health interventions. Recent literature shows generally positive results in specific case studies. However we acknowledged that research... more
Playing style recognition is crucially important for style-based adaptation of digital games. Unlike traditional ways for measuring of styles by means of self-reports, automatic style estimation incorporated into a video game appears to... more
This paper investigates the usability of the RAGE component-based software architecture (RCSA). This architecture was designed to support serious game development by enabling cross-platform reuse of game software components. While the... more
The presentation explains the approach of the RAGE project. It presents three examples of RAGE software components and how these can be easily reused for applied game development.
The use of serious games in cognitive rehabilitation would be invaluable to the rehabilitation process and provide advantages that may not be available in conventional rehabilitation. Although many recent game-based interventions for... more
Background Physical activity is linked to benefits such as increased physical fitness, cognition, emotional and social functioning, general health and well-being in older people. Some evidence suggests that this also applies to people... more
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of... more
Playing style recognition is crucially important for style-based adaptation of digital games. Unlike traditional ways for measuring of styles by means of self-reports, automatic style estimation incorporated into a video game appears to... more
In recent years, researchers have reported positive outcomes and effects from applying computer games to the educational process. The preconditions for an effective game-based learning process include the presence of high learning... more
Contemporary methods of preserving cultural heritage rely highly on digitization and archiving as foundations for developing various virtual heritage applications. During last two decades, video games proved to be an interactive visual... more
Puzzles are popular learning instruments and teachers easily adopt them in class, raising students' motivation and engagement. Furthermore, puzzle-based learning has many advantages for developing complex transversal skills. Therefore,... more
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of... more
The use of serious games in cognitive rehabilitation would be invaluable to the rehabilitation process and provide advantages that may not be available in conventional rehabilitation. Although many recent game-based interventions for... more
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of... more
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of... more
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