Related papers: Disengagement From Games: Characterizing the Exper…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
Much in the same way that people enjoy, from time to time, the pathos of consuming a tragic film or piece of literature, designers of digital games are increasingly including elements within their games that evoke uncomfortable or negative…
Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence…
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
In this paper, a novel design methodology-Agile Behaviour Design-is presented that accommodates the requirements for developing complex game agents suitable for industrial environments. An essential part of the design approach is to support…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…