Related papers: Reflection at Design Actualization (RDA) : A Tool …
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…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Reflexive Thematic Analysis (RTA) is a critical method for generating deep interpretive insights. Yet its core tenets, including researcher reflexivity, tangible analytical evolution, and productive disagreement, are often poorly supported…
Decades of advocacy for reproducibility and replication have advanced open, transparent practices in the sciences. However, traditional notions of reproducibility fit poorly with design-oriented visualization research, where insights emerge…
Visualization design study research methodologies emphasize the need for reflection to generate knowledge. And yet, there is very little guidance in the literature specifying what reflection in the context of design studies actually…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
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…
Dynamic difficulty adjustment ($DDA$) is a process of automatically changing a game difficulty for the optimization of user experience. It is a vital part of almost any modern game. Most existing DDA approaches concentrate on the experience…
Real-time reflection plays a vital role in synchronous communication. It enables users to adjust their communication strategies dynamically, thereby improving the effectiveness of their communication. Generative AI holds significant…
Creative coding requires continuous translation between evolving concepts and computational artifacts, making reflection essential yet difficult to sustain. Creators often struggle to manage ambiguous intentions, emergent outputs, and…
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…
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…
Meetings often suffer from a lack of intentionality, such as unclear goals and straying off-topic. Identifying goals and maintaining their clarity throughout a meeting is challenging, as discussions and uncertainties evolve. Yet meeting…
Self-adaptive systems (SAS) can reconfigure at run time in response to changing situations to express acceptable behaviors in the face of uncertainty. With respect to game design, such situations may include user input, emergent behaviors,…
We present a pilot study on the collection and synchronisation of multimodal data for player experience investigation. We collected game telemetry, self-reported surveys, biometrics, and cued-retrospective think-aloud (C-RTA) data from 19…
This paper outlines the design vision and planned evolution of Blexer v3, a modular and AI-driven rehabilitation ecosystem based on serious games. Building on insights from previous versions of the system, we propose a new architecture that…
Dynamic Difficulty Adjustment (DDA) is a viable approach to enhance a player's experience in video games. Recently, Reinforcement Learning (RL) methods have been employed for DDA in non-competitive games; nevertheless, they rely solely on…
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Reflection is an often addressed design goal in Human-Computer Interaction (HCI) research. An increasing number of artefacts for reflection have been developed in recent years. However, evaluating if and how an interactive technology helps…