Related papers: Removing Gamification: A Research Agenda
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
We present a case study on using program verification tools, specifically model-checkers for C programs, to solve simple interactive fiction games from around 1980. Off-the-shelf model-checking tools are unable to handle the games in their…
The computing research community needs to work much harder to address the downsides of our innovations. Between the erosion of privacy, threats to democracy, and automation's effect on employment (among many other issues), we can no longer…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.
Despite the tremendous successes of science in providing knowledge and technologies, the Replication Crisis has highlighted that scientific institutions have much room for improvement. Peer-review is one target of criticism and suggested…
Mobile games are extremely popular and engage millions of people every day. Even if they are often quite simple, their development features a high degree of difficulty and requires close attention to both achieve a high satisfaction from…
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…
Appearance-based gaze estimation, which uses only a regular camera to estimate human gaze, is important in various application fields. While the technique faces data bias issues, data collection protocol is often demanding, and collecting…
National research evaluation exercises provide a comparative measure of research performance of the nation's institutions, and as such represent a tool for stimulating research productivity, particularly if the results are used to inform…
Candogan et al. (2011) provide an orthogonal direct-sum decomposition of finite games into potential, harmonic and nonstrategic components. In this paper we study the issue of decomposing games that are strategically equivalent from a…
Theory of quantum games is relatively new to the literature and its applications to various areas of research are being explored. It is a novel interpretation of strategies and decisions in quantum domain. In the earlier work on quantum…
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the…
As more algorithmic systems have come under scrutiny for their potential to inflict societal harms, an increasing number of organizations that hold power over harmful algorithms have chosen (or were required under the law) to abandon them.…
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…
To protect users' right to be forgotten in federated learning, federated unlearning aims at eliminating the impact of leaving users' data on the global learned model. The current research in federated unlearning mainly concentrated on…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
We study the relationship between performance and practice by analyzing the activity of many players of a casual online game. We find significant heterogeneity in the improvement of player performance, given by score, and address this by…
Technological advancements have made video games a central part of the digital lives of nearly 3 billion people worldwide. Although games can address various social, physical, and psychological needs, their potential to support human…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…