Related papers: Pathos in Play: How Game Designers Evoke Negative …
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist…
Design Thinking workshops are used by companies to help generate new ideas for technologies and products by engaging subjects in exercises to understand their users' wants and become more empathetic towards their needs. The "aha moment"…
Hassenzahl (2008) defines User Experience (UX) as "the momentary feeling (good or bad) while interacting with a product or service" (p. 2). Even though this definition, or any other UX definition for that matter, do not mention that users'…
The research community has traditionally shown a keen interest in emotion modeling, with a notable emphasis on the detection aspect. In contrast, the exploration of emotion generation has received less attention.This study delves into an…
Esports gaming is an area in which videogame players need to cooperate and compete with each other, influencing their cognitive load, processing, stress, and social skills. Here it is unknown to which extent competitive videogame play using…
Developers experience a wide range of emotions during programming tasks, which may have an impact on job performance. In this paper, we present an empirical study aimed at (i) investigating the link between emotion and progress, (ii)…
Mixed Reality (MR) integrates virtual objects with the real world, offering potential but raising concerns about misuse through dark patterns. This study explored the effects of four dark patterns, adapted from prior research, and applied…
Believable Non-Player Characters (NPCs) help motivate player engagement with narrative-driven games. An important aspect of believable characters is their contextually-relevant reactions to changing situations, which emotion often drives in…
Synthetic data generation has been a growing area of research in recent years. However, its potential applications in serious games have not been thoroughly explored. Advances in this field could anticipate data modelling and analysis, as…
Text-to-image diffusion models can generate realistic images based on textual inputs, enabling users to convey their opinions visually through language. Meanwhile, within language, emotion plays a crucial role in expressing personal…
Currently, gaming is the world's favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New…
This paper examines how emotional responses to football matches influence online discourse across digital spaces on Reddit. By analysing millions of posts from dozens of subreddits, it demonstrates that real-world events trigger sentiment…
Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these…
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA based physiological measurements as a…
We study the effects of individual perceptions of payoffs in two-player games. In particular we consider the setting in which individuals' perceptions of the game are influenced by their previous experiences and outcomes. Accordingly, we…
Players (people, firms, states, etc.) have privacy concerns that may affect their choice of actions in strategic settings. We use a variant of signaling games to model this effect and study its relation to pooling behavior,…
This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and…
Understanding human behaviour in decision problems and strategic interactions has wide-ranging applications in economics, psychology, and artificial intelligence. Game theory offers a robust foundation for this understanding, based on the…
As data visualizations have been increasingly applied in mass communication, designers often seek to grasp viewers immediately and motivate them to read more. Such goals, as suggested by previous research, are closely associated with the…