The current paper reviews and discusses digital game design for elderly users. The aim of the paper is to look beyond the traditional perspective of usability requirements imposed by age-related functional limitations, towards the design... more
"Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well... more
Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or... more
Current computing techniques using the cloud as a centralised server will become untenable as billions of devices get connected to the Internet. This raises the need for fog computing, which leverages computing at the edge of the network... more
Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are... more
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well... more
Recent years have seen a surge in online collaboration between experts and amateurs on scientific research. In this article, we analyse the epistemological implications of these crowdsourced projects, with a focus on Zooniverse, the... more
Contemporary 3D games are often situated within large urban environments. This necessitates a time-consuming and expensive content creation process involving the modelling of vast amounts of geometric detail: including terrain, roads,... more
11Ludology is a branch of game studies centred mainly in Scandinavian universities that emphasizes the gameness of video games and rejects attempts to analyse them as 'narratives' or texts in which meaning plays the dominant, ordering role.
Autism spectrum disorder refers to a neurodevelopmental disorders characterized by repetitive behavior patterns, impaired social interaction, and impaired verbal and nonverbal communication. The ability to recognize mental states from... more
This paper traces the development of techniques of recording carvings on megalithic tombs and on open-air rock-art in Ireland from 1699 to the present day. Analysis shows that after the initial pioneering phase, recording methodologies... more
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on... more
Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive... more
How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the... more
The growth of self-tracking and personal surveillance has given rise to the Quantified Self movement. Members of this movement seek to enhance their personal well-being, productivity and self-actualization through the tracking and... more
This paper is a call for research in the field of game engine architecture and design, a more comprehensive and thorough understanding of which we consider to be essential for its development. We present a number of key aspects that may... more
Curriculum 2013 was designed as a multidisciplinary thematic curriculum with learning process more focus on student activity. But in fact, the implementation of curriculum is not fully implemented in accordance with the concept that has... more
This paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cyclebased experiences: one a heritage tour; the other an exploration of a city at dusk involving recording and... more
Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of... more
Psychophysiological methods provide covert and reliable measurements of affective user experience (UX). The nature of affective UX in interactive entertainment, such as digital games, is currently not well understood. With the dawn of new... more
Games have their own economic models. Today, players can not only collect digital currencies, but they can also use real currencies to buy virtual goods. Business models in games such as freemium and in-app purchases, for example, sustain... more
There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However,... more
Progress in image sensors and computation power has fueled studies to improve acquisition, processing, and analysis of 3D streams along with 3D scenes/objects reconstruction. The role of motion compensation/ motion estimation (MCME) in 3D... more
Software process improvement programs are partly founded on software measurement. However, despite their importance, it has been pointed out in the literature that many students are leaving the academic world without the necessary skills... more
The use of digital tools has become a tremendous aid in the creation of digital, historical reconstructions of architectural projects. While common visualization techniques focus on pre-rendered graphics, it is possible to apply Game... more
In this paper, we present an approach for facial expression classification, based on Active Appearance Models. To be able to work in real-world, we applied the AAM framework on edge images, instead of gray images. This yields to more... more
There is a growing emphasis in many countries on matters such as participation in e-government, e-democracy, the provision of forums for online debate, and so on. A critical issue in all of these cases is one of encouraging engagement... more
Procedural content generation and design patterns could potentially be combined in several di erent ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also... more
Hitchers is a game for mobile phones that exploits cellular position-ing to support location-based play. Players create digital hitch hikers, givingthem names, destinations and questions to ask other players, and then drop theminto their... more
This study aims to analyze the effects of using on-screen and paper maps on navigation efficiency in 3D MUVEs. There were 48 participants in the study, which has a randomized true experimental design. The researchers administered a... more
We propose a visualization approach for analyzing players' action behaviors. The proposed approach consists of two visualization techniques: classical multidimensional scaling (CMDS) and KeyGraph. CMDS is for discovering clusters of... more
To adapt game difficulty upon game character’s strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure... more
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi experimental approach. The research presents three... more
In this paper we present a method for the automatic generation of content for the physics-based puzzle game Cut The Rope. An evolutionary game generator is implemented which evolves the design of levels based on a context-free grammar. We... more
The ‘‘fortress simulator’’ game Dwarf Fortress (Bay 12 Games, 2006-present) allows players the space to conduct experiments in economics. The player is not granted an avatar in the world, but this does not mean the player is granted the... more
In contrast to most scientific disciplines, sports science research has been characterized by comparatively little effort investment in the development of relevant phenomenological models. Scarcer yet is the application of said models in... more
"The aim of this study was to identify, classify, and explain gamers’ perceptual experiences referred to as Visual Game Transfer Phenomena (VGTP), to contribute to the understanding of the effects of post-video game playing, and encourage... more
Previous research shows that the influence of a computer game’s task demand on the mood-repair capacity of game play follows a quadratic trend: mood repair increases as task demand goes from low to moderate levels, after which further... more
For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game... more
The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of... more
Technology is changing the landscape of learning and teaching in America. The use of virtual worlds enable engineering and technology programs to implement software programs such as Second Life and Open Simulator to enhance what they may... more
HIV prevention interventions can help college students engage in safe sexual behaviors. We used the Information , Motivation, Behavioral Skills model to frame four focus group discussions with Black women (n 5 32) attending a historically... more
We report on the design, premiere and redesign for touring of a multifaceted audience interface for a complex non-linear musical performance called Climb! which is particularly suited to being experienced more than once. This interface is... more
This article is designed to learn more about the increasing importance attributed to the logic of user participation and sharing (associated with the neoliberal Web 2.0) within and across institutional and platform boundaries. It aims to... more
The design of an engaging and motivating serious game (SG) requires a strong knowledge of learning domain, pedagogy, and game design components, which are hard to be found and restrained by an individual or one entity. Therefore and in... more
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in... more