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Computer Game

description4,497 papers
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lightbulbAbout this topic
Computer games are interactive digital entertainment software designed for play on computers or gaming consoles, involving user input to control characters or elements within a virtual environment, often featuring graphics, sound, and narrative elements to enhance the gaming experience.
lightbulbAbout this topic
Computer games are interactive digital entertainment software designed for play on computers or gaming consoles, involving user input to control characters or elements within a virtual environment, often featuring graphics, sound, and narrative elements to enhance the gaming experience.

Key research themes

1. How are computer games utilized to enhance learning outcomes, cognitive skills, and retention in educational settings?

This research theme explores the integration of computer games into education, focusing on how game-based learning approaches influence motivation, cognitive performance, retention, and problem-solving skills. It addresses pedagogical strategies, empirical evaluations of game effectiveness, and the design principles guiding educational computer games.

Key finding: This work clarifies the distinctions between games-based learning (GBL), games, and simulations, emphasizing that GBL can enhance educational motivation and engagement in software engineering and computer science. It... Read more
Key finding: This study identifies key learning principles embedded in computer game-based learning, highlighting that games motivate students through interactivity, challenge, curiosity, and structured feedback. It reports that... Read more
Key finding: Empirical evidence from this study shows that playing intellectually stimulating games (e.g., Solitaire) significantly improves adolescents' concentration by 43.4%, memory by 74%, and reduces time taken for solving advanced... Read more
Key finding: Applying a computer game-based teaching strategy yielded significantly higher retention scores in Computer Studies among junior secondary students compared to expository methods, with female students benefiting more than... Read more
Key finding: This intervention developed the 'NEOGAMES' serious game for neonatal resuscitation training; undergraduate medical students who engaged with the game demonstrated significantly improved short-term and long-term knowledge... Read more

2. What advancements and challenges define artificial intelligence (AI) approaches to general and decision-making agents in computer games?

This theme investigates cutting-edge AI research aimed at developing agents capable of generalizing gameplay skills across multiple games and making intelligent, real-time decisions. It covers AI frameworks such as General Video Game Playing (GVGP), logic-based action languages for bot control, and decision-making algorithms applied in highly dynamic and uncertain gaming environments.

Key finding: This foundational work defines General Video Game Playing (GVGP) as a challenge to develop AI agents capable of playing previously unseen video games by interpreting game states and applicable actions without domain-specific... Read more
Key finding: The authors demonstrate that integrating the logic-based action language GOLOG with uncertain, incomplete world models improves bot decision-making in the real-time, adversarial environment of Unreal Tournament 2004. Their... Read more
Key finding: By applying Fitts' Law in child-human computer interaction studies, this research quantitatively evaluates the motor performance and learning progression of children using both standard and alternative input devices (head... Read more
Key finding: Behavioral experiments reveal that while participants apply social fairness norms when interacting with computer agents in the Ultimatum Game, emotional and physiological responses differ from interactions with humans. The... Read more
Key finding: This study empirically compares eye-tracking input with traditional mouse and keyboard controls in video game interaction, demonstrating that gaze-based control enhances player immersion and interaction fluidity. It provides... Read more

3. How do computer games reflect, mediate, and influence cultural and aesthetic experiences across different societies and historical periods?

This theme examines computer games as cultural artifacts and aesthetic experiences, exploring their role in shaping identities, social imaginaries, and cross-cultural interactions. It encompasses historical investigations, studies into player embodied experience and political implications, as well as the global diffusion of games and their significance in multicultural contexts.

Key finding: This analysis foregrounds the embodied aesthetics and habituated practices of gameplay, emphasizing the interplay between sensory-motor experience and on-screen representation. It argues that the distinctive political and... Read more
Key finding: This trilateral qualitative and quantitative study across the US, UK, and India reveals that gaming, though globally pervasive, is deeply conditioned by local cultural, economic, and technological contexts. The research... Read more
Key finding: By reconstructing Charles Babbage's 19th-century tic-tac-toe automaton from original notebooks and blueprints, this paper reveals early intersections of computing and game theory, highlighting Babbage's foresight regarding... Read more

All papers in Computer Game

Pathfinding represents a fundamental challenge in computer science with applications ranging from robotics to video game development. This paper presents a comprehensive comparative analysis of three prominent pathfinding algorithms: A*... more
Electronic systems with physical properties matched to the human epidermis can be used in clinical monitoring.
This descriptive study explores the multifaceted impact of gaming on children's cognitive development and behavioral modification. With the increasing prevalence of digital gaming in children's lives, understanding its effects is crucial.... more
A leaf polygon decimation method, Progressive Leaves Union (PLU), is presented to gradually diminish the number of sparse polygons while approximately keeping the spatial occupation and color distribution of the foliage. In each step of... more
PurposeThis paper seeks to present findings from an SME case study situated in the computer games industry, the youngest and fastest growing of the new digital industries. The study aims to examine changing people management practices as... more
The Boolean Decision tree model is perhaps the simplest model that computes Boolean functions; it charges only for reading an input variable. WE study the power of randomness (vs. both determinism and non-determinism) in this model, and... more
This paper describes the use of a new swarm-based metaheuristic, namely Krill Herd Algorithm (KHA), in computer gaming. In this work, KHA is employed to find a bots movement strategy in a computer racing game. The complete algorithm is... more
Abstract: HIV/AIDS continues to be a menace to the global community, especially in sub-Saharan Africa and South Africa is not an exception. The infection rate is continues to grow, in particular, among the young adults. Cell phones have... more
Mobile phones are ubiquitous with millions of users acquiring them every day for personal, business and social usage or communication. Its enormous pervasiveness has created a great advantage for its use as a technological tool applicable... more
Language usage over the computer-mediated discourses differ significantly from the language of communication from person-to-person or tribe-to-tribe, the same applies to information retrieval mechanism. Few years ago, the primary... more
Developing computer game agents is often a lengthy and expensive undertaking. Detailed domain knowledge and decision-making procedures must be encoded into the agent to achieve realistic behavior. In this paper, we simplify this process... more
Developing autonomous agents for computer games is often a lengthy and expensive undertaking that requires manual encoding of detailed and complex knowledge. In this paper we show how to acquire hierarchical skills for controlling a team... more
Transfer of learned knowledge from one task to another offers an opportunity to reduce development cost of knowledgebased systems by reusing existing knowledge in novel situations. However, minor differences in the initial and target... more
This review article explores the current landscape of computer vision applications in American football, with the goal of informing the development of a comprehensive, automated play analysis software. It examines existing research,... more
The advance of computing technology has provided the means for building intelligent vehicle systems. Drowsy driver detection system is one of the potential applications of intelligent vehicle systems. Previous approaches to drowsiness... more
The advance of computing technology has provided the means for building intelligent vehicle systems. Drowsy driver detection system is one of the potential applications of intelligent vehicle systems. Previous approaches to drowsiness... more
Online computer games show potential not just for engaging and entertaining users, but also in promoting learning. Especially in Turkey children spend long hours playing computer games, which are mostly in English, in internet cafés. This... more
The research team applies narrative theory to design a location based context-aware mobile role playing game in order to make students feel that they are living in the game world and role playing an actor, exploring the game world,... more
The predictability of culture, gender, and media use for dream type information in Canadian students was the focus of this inquiry. Independent variables were gender (sex of subject and relative masculinity and femininity) culture;... more
Canadian students of varying cultural backgrounds took an online survey for course credit examining their dream experiences (Dream Intensity Scale, DIS; Yu, 2010) and history of media use, i.e., social media and video game play.... more
A new waking influence has emerged that is becoming so widely experienced that it bears further consideration in its own right as to it's influence on subsequent night time dreams. That is, digital life. It ranges from listening to music... more
Many day-to-day applications involve autonomous agents. When designing autonomous agents, the problem of selecting actions must be considered, as it governs decision making at all times. In this paper we describe how we designed... more
O estudo realizado 4 , apoiado em pesquisas sobre cultura moral na perspectiva teórica piagetiana, teve como objetivo investigar a relação entre virtude e regra nos procedimentos de participantes do jogo virtual Colheita Feliz, do... more
It is well known that a computer game other than video games is a current trend among the younger generation. Studies have shown that the use of computer games not only played by children as young as two years even up to adulthood.... more
Inspection-based evaluation methods predicting usability problems can be applied for evaluating products without involving users. A new method (named SEEM), inspired by Norman's theory-of-action model [18] and Malone's concepts of fun ,... more
This paper describes a study which examines whether a predictive evaluation method (SEEM) is suitable to assess products for an older age group than for which the evaluation method was originally developed. SEEM stands for Structured... more
In this paper the development and assessment of a new formative evaluation method called the problem identification picture cards (PIPC) method is described. This method enables young children to express both usability and fun problems... more
The current research study replicated a study by Rogers et al. (Rogers M, Smoak ND, Liu J. Self-reported criminal computer behavior: a big-5, moral choice and manipulative exploitive behavior analysis. Deviant Behavior 2006;27:1-24) and... more
This quasi-experimental study with pre test-post test and control group investigated a comparison about the impact of the SCAFFOLDING TEACHING METHOD and the TRADITIONAL TEACHING METHOD on ACADEMIC MOTIVATION of high school second grade... more
Intrusive memories (IMs) after traumatic events can be distressing and disrupt mental health and functioning. We evaluated the impact of a brief remotely-delivered digital imagery-competing task intervention on the number of IMs for... more
Surgical simulators and computer games share the enabling technologies in the human-machine interface. With appropriate design and development, the computer-game-like medical training simulator could be used in surgical training. The... more
To facilitate the development of spoken dialog systems and speech enabled applications, we introduce SGStudio (Semantic Grammar Studio), a grammar authoring tool that enables regular software developers with little speech/linguistic... more
Designing agents whose behavior challenges human players adequately is a key issue in computer games development. This work presents a novel technique, based on reinforcement learning (RL), to automatically control the game level,... more
Industry pressures, including large full field simulation, modeling enhanced recovery from mature assets, and the rapid development of unconventional assets, are creating a huge demand for large, fast, high-fidelity reservoir simulation.... more
The structure of complex biological and socio-economic networks affects the selective pressures or behavioural incentives of components in that network, and reflexively, the evolution/behaviour of individuals in those networks changes the... more
How can a system become better adapted over time without natural selection? Although some argue for 'organismic'properties such as robustness and self-sustaining regulation in non-evolved systems [1, 5, 11], others insist that... more
When a dynamical system with multiple point attractors is released from an arbitrary initial condition it will relax into a configuration that locally resolves the constraints or opposing forces between interdependent state variables.... more
This paper describes initiatives at Marist College to develop a Game Concentration in the undergraduate Computer Science curriculum. These initiatives contemplate recommendations for existing courses as well as adoption of new courses. We... more
The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and... more
The usage of computer games by people with special needs sometimes can be difficult because some of them are not used to interact with a keyboard, mouse or gamepads. Some computer games even offer different paradigms of interaction but... more
This paper presents an interactive genetic algorithm for generating a human-like autonomous player (bot) for the game Unreal Tournament 2004. It is based on a bot modelled from the knowledge of an expert human player. The algorithm... more
In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many... more
This study evaluates and compares the suitability for child–computer interaction (CCI, the branch within human–computer interaction focused on interactive computer systems for children) of two devices: a standard computer mouse and the... more
Developing computer game agents is often a lengthy and expensive undertaking. Detailed domain knowledge and decision-making procedures must be encoded into the agent to achieve realistic behavior. In this paper, we simplify this process... more
Two studies were conducted in order to determine the impact computer games had on the cognitive performance. Study 1 evaluated a measure of cognition, which incorporates aspects of short-term working memory, visual attention, mathematical... more
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