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Understanding how players interact with the mobile game app on smartphone devices is important for game experts to develop and refine their app products. Conventionally, the game experts achieve their purposes through intensive user studies…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
The arrival of AI coding assistants in educational settings presents a paradigm shift, introducing a "new kid in the classroom" for both students and instructors. Thus, understanding the perceptions of these key actors about this new…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
In this work, we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games,…
Experimentation has been considered critical for successful software product and business development, including in video game startups. Video game startups need "wow" qualities that distinguish them from the competition. Thus, they need to…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
This paper presents a case study to examine the affinity of the code review process among young developers in an academic setting. Code review is indispensable considering the positive outcomes it generates. However, it is not an individual…
Empathy games are a promising yet new research avenue that explores how to design empathic game experiences that would help children to understand and address the emotions of other people. Research in this field was primarily done in the…
This paper presents Cooking Code, a VR-based serious game designed to introduce programming concepts to students (ages 12-16) through an immersive, scenario-driven experience. Set in a futuristic world where humans and machines coexist,…
Coding theory revolves around the incorporation of redundancy into transmitted symbols, computation tasks, and stored data to guard against adversarial manipulation. However, error correction in coding theory is contingent upon a strict…
Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured…
Social computing is the study of how technology shapes human social interactions. This topic has become increasingly relevant to secondary school students (ages 11--18) as more of young people's everyday social experiences take place…
Generative AI is reshaping higher education programming through vibe coding, where students collaborate with AI via natural language rather than writing code line-by-line. We conceptualize this practice as help-seeking, analyzing 19,418…
Context: The increasing reliance on Code Generation Tools (CGTs), such as Windsurf and GitHub Copilot, are revamping programming workflows and raising critical questions about fairness and inclusivity. While CGTs offer potential…
Game engines help developers create video games and avoid duplication of code and effort, like frameworks for traditional software systems. In this paper, we explore open-source game engines along three perspectives: literature, code, and…
Tablet computers are widely used by young children. A report in 2016 shows that children aged 5 to 15 years are spending more time online than watching TV. A 2017 update of the same report shows that parents are becoming more concerned…
Qubit Touchdown is a two-player, competitive board game that was developed to introduce students to quantum computing. A quantum computer is a new kind of computer that is based on the laws of quantum physics, and it can solve certain…
Due to their pedagogical advantages, large final projects in information visualization courses have become standard practice. Students take on a client--real or simulated--a dataset, and a vague set of goals to create a complete…