Related papers: Game Information System
Dynamic zero-sum games are an important class of problems with applications ranging from evasion-pursuit and heads-up poker to certain adversarial versions of control problems such as multi-armed bandit and multiclass queuing problems.…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
Information system evolved as the evolution of information technology. The current state of information technology, placed the internet as a main resources of computing. Cloud technology as the backbone of internet has been utilized as a…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
The world is passing through a major revolution called the information revolution, in which information and knowledge is becoming available to people in unprecedented amounts wherever and whenever they need it. Those societies which fail to…
The Internet era is a period in the information age in which communication and commerce via the Internet became a central focus for businesses, consumers, government, and the media. The Internet era also marks the convergence of the…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Cloud for Gaming refers to the use of cloud computing technologies to build large-scale gaming infrastructures, with the goal of improving scalability and responsiveness, improve the user's experience and enable new business models.
Unlike the traditional model of information pull, matchmaking is base on a cooperative partnership between information providers and consumers, assisted by an intelligent facilitator (the matchmaker). Refer to some experiments, the…
A competitive market is modeled as a game of incomplete information. One player observes some payoff-relevant state and can sell (possibly noisy) messages thereof to the other, whose willingness to pay is contingent on their own beliefs. We…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Generative AI systems are predominantly designed, evaluated, and marketed as intelligent systems which will benefit society by augmenting or automating human cognitive labor, promising to increase personal, corporate, and macroeconomic…
Transparency is often deemed critical to enable effective real-world deployment of intelligent systems. Yet the motivations for and benefits of different types of transparency can vary significantly depending on context, and objective…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Computers are a very important part of our lives and the major reason why they have been such a success is because of the excellent graphical operating systems that run on these powerful machines. As the computer hardware is becoming more…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
An experience of fun can be an important factor for validating the value of games. Research on non-game HCI has been attempted to measure the enjoyment of work. However, a majority of the studies do not discuss the importance and value of…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…