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Computer Games - Science topic

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Gaming is currently the most intriguing technological application in history education. Harnessing the best aspects of both technological advancements and historical study, it embodies the realization of the potential that many envisioned during the early, optimistic days of the web.
The current discussion should reassess the existing approaches to integrating computer games into history education, focusing on the models, methods, and assessment techniques employed. It is crucial to provide detailed insights into the technical aspects of their development or to outline relevant research projects.
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These articles can provide you with a deeper understanding:
The impact of games on historical education:
  • Engagement and Retention: Games can make history lessons more captivating and help students remember information more effectively by offering interactive and immersive experiences.
  • Interactive Learning: Games like “Sid Meier’s Civilization VI” and “Assassin’s Creed” provide unique opportunities to explore historical events and periods, making learning more dynamic.
  • Pedagogical Strategies: Using games in the classroom can complement pedagogical and historical theories, enhancing traditional teaching methods
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On May 30, 2023, I gave a lecture on "The Ontology of Computer Games" at the Immanuel Kant Baltic Federal University Research Library.
Here's a link to the full lecture on YouTube: https://www.youtube.com/watch?v=7QEFsrQcJak
The lecture is in Russian.
The questions posed by my lecture are:
What is the reality of computer games?
Do they affect the human mentality?
Do they change moral principles?
Do games encourage violence?
Do games weaken empathy?
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Dear Doctor
"In computer and information science, ontology is a technical term denoting an artifact that is designed for a purpose, which is to enable the modeling of knowledge about some domain, real or imagined.
The term had been adopted by early Artificial Intelligence (AI) researchers, who recognized the applicability of the work from mathematical logic and argued that AI researchers could create new ontologies as computational models that enable certain kinds of automated reasoning . In the 1980's the AI community came to use the term ontology to refer to both a theory of a modeled world (e.g., a Naïve Physics [5]) and a component of knowledge systems. Some researchers, drawing inspiration from philosophical ontologies, viewed computational ontology as a kind of applied philosophy."
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Hello Scholars and Practitioners,
I just completed a study investigating the effect of competition in gamified online discussions. Moving forward, I'd like to pursue other aspects in gamified learning for my dissertation.
I wonder if there are scholars or practitioners in this community that are implementing gamification in their research, platform, courses, or training, and are willing to discuss and see opportunities for collaboration.
Many thanks.
#gamification #learning #K-12 #adulteducation #performance #behavior
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Hi Dr. Hernández,
Thank you for the kind words! Your area of expertise are impressive. I would also love to learn and extend my focus to serious game for learning in the near future. Looking forward to see opportunities for collaboration!
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I would like to see studies on different age levels and use of different game engines.
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Hello Kathleen, there is a journal called education 3.0 and here one can find information about your research topic.
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Computer games become a didactic instrument complementing training on simulators of machines, devices, cars, aircraft, etc.
However, it is not the only field of the didactic process in which computer games can turn out to be a good instrument in the field of modern educational techniques.
In view of the above, the evolution of gaming should aim, inter alia, towards the development of educational games that will effectively perform the functions of effective instruments of modern educational techniques.
In view of the above, the current question is: In which areas of the didactics process, computer games can be a good instrument of modern educational techniques?
Please, answer, comments. I invite you to the discussion.
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Agree with Jaba Tkemaladze
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Do you think artificial intelligence will be implemented for computer games?
What can be the effects of artificial intelligence implemented for computer games?
Please, answer, comments.
I invite you to the discussion.
Best wishes
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Uses in games beyond NPCs
Georgios N. Yannakakis suggests that academic AI developments may play roles in-game AI beyond the traditional paradigm of AI controlling NPC behavior. He highlights four other potential application areas:
  1. Player-experience modeling: Discerning the ability and emotional state of the player, so as to tailor the game appropriately. This can include dynamic game difficulty balancing, which consists of adjusting the difficulty in a video game in real-time based on the player's ability. Game AI may also help deduce player intent (such as gesture recognition).
  2. Procedural-content generation: Creating elements of the game environment like environmental conditions, levels, and even music in an automated way. AI methods can generate new content or interactive stories.
  3. Data mining on user behavior: This allows game designers to explore how people use the game, what parts they play most, and what causes them to stop playing, allowing developers to tune gameplay or improve monetization.
  4. Alternate approaches to NPCs: These include changing the game set-up to enhance NPC believability and exploring social rather than individual NPC behavior.
Rather than a procedural generation, some researchers have used generative adversarial networks (GANs) to create new content. In 2018 researchers at Cornwall University trained a GAN on a thousand human-created levels for DOOM (1993); following training, the neural net prototype was able to design new playable levels on its own. Similarly, researchers at the University of California prototyped a GAN to generate levels for Super Mario. In 2020 Nvidia displayed a GAN-created clone of Pac-Man; the GAN learned how to recreate the game by watching 50,000 (mostly bot-generated) playthroughs.
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The use of computer games at work and education is growing and will grow. Computer game technologies are distributed in parallel to applications in simulators of various means of transport and machines.
Please reply
I invite you to the discussion
Thank you very much
Best wishes
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innovating in the railway sector using gaming … van den Hoogen, J. (2019). The Gaming of Systemic Innovations: innovating in the railway sector using gaming simulation (Doctoral dissertation, Delft University of Technology).
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The outbreak of the Covid-19 pandemic significantly limited people-to-people contacts. It is especially noticeable for elderly people living alone, who are additionally at group of risk. Multiplayer computer games by offering online gameplay allow you to regain a substitute for contacts with another human being and train skills such as memory, reflex or logical thinking. Hence the idea of ​​involving older people to join the game was born. By presenting the available resources of games, they will be provided with a way of virtual contact with another person who is not necessarily a family member. Moreover, these games often require developed cognitive skills that can be shaped through them.
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Sven Pastoors , Lilian Mboya, Deogenes P. Silva Junior Thank you very much for your answers. I am glad that this idea was appreciated. Thanks to your activity, we are able to create a pool of available resources, which is part of a larger project, and then use it when working with seniors. We hope that this will bring the expected results in terms of mood improvement, socialization and cognitive training.
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What kind of scientific research dominate in the field of Computer games in the education process?
Please, provide your suggestions for a question, problem or research thesis in the issues: Computer games in the education process.
Please reply.
I invite you to the discussion
Thank you very much
Best wishes
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...Nowadays, students are significantly influenced by the digital era and are constantly handling digital information. As a result, they form their personalities in the light of flexible communities, pursue to be directly connected, require prompt responses and social interaction and prefer learning based on experiences. Undoubtedly, modern students are not fully keen on and attracted by conventional education methods and thus they are seeking for more interesting, fun, motivating and engaging learning experiences.... The increasing popularity of digital games has led to their being broadly utilized and applied. In education, digital games are mostly applied in the form of serious games which focus more on primary purposes. Serious games offer motivating and engaging experiences, interactive learning environments and collaborative learning activities. Hence, they are considered as a proper educational tool which enhances learning procedures and satisfies and fulfills students’ needs and requirements. The pedagogical approach of utilizing digital educational games is called digital game-based learning and can be described as the “coming together” of interactive entertainment and serious learning through digital games. Game-based learning is the act of designing interactive learning activities that can gradually convey concepts and guide students towards an end goal. Furthermore, it promotes a student-centered learning environment in which students’ wellbeing and soft skills are cultivated in a dynamic, enjoyable and playful way... Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.
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Is there any physiological value or index that show us a stress or anxiety level? For example in an experimental reseach, when we want to find out computer games effect on stress, depression or anxiety, How can we detect these disorders level by using with physiological indicators?
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Yes you can detect stress, anxiety and depression by using those parameters. Here is a paper on detecting stress by machine learning techniques using ECG.
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In a computer chess game, each piece is given a value (or a weight) to help quantify the strength of a move or a position. Typical values are : Queen-9, Rook-5, Knight and Bishop-3, Pawn-1, and King-10^10 or more. Some players may give a higher value to the bishop, others to the knight.
In modern chess computer games, are these values fixed during the whole game or are they varying? Moreover, has there been any study of the optimal values that would further enhance the performances of recent AI-based computer games?
Since AlphaZero was able to learn playing chess in a few hours just by simulating a great number of plays, does it use fixed values for the pieces or do they change during the game? And, as the training phase is quite short, could it be used to identify the best set of weights?
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As a chess player I can only comment that a value of each piece can be different denpending on the location of the piece and many other aspects (e.g. threats to opposite pieces, especially opposite king, if the piece is a passed, advanced pawn etc). A knight on a1 square has a smaller value than his colleague on. let's say, d4. I'm not a coder of chess engines but I can imagine that the value of each piece should change dynamically after each move and any engine should take it into account.
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What do you think about the role of computer games in humans' today life? Can these games be useful?
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Borrowing from Jancheski:
...According many scientific investigations computer games had significant educational value and could be extremely useful if they become part of the school curriculum. There are various computer games that create context in which students can develop important skills. The use of computer games in educational contexts encourages active, critical, autonomous and participated learning processes, engaging students in active forms of acquiring knowledge and skills. The main purpose of computer games in not only entertainment; they can combine the playful factor with pedagogical advantages, promoting changes in terms of cognitive, behavioral and psychomotor skills in its users...
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Hi,
How can I measure the effectiveness of teacher provided scaffolding instruction in classroom by using educational games to enhance math learning quantitatively or via mixed methods? What are the recommended theoretical frameworks that should I consider? Any recommendations?
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What age are the kids and that is key in the method you use and how you could scaffold them, it also depends on the platform(game) you would be using, does it have scaffolding in-built into the teaching. If it does there should be a teacher dashboard where you could see where the students are struggling as it an individual level you would have to asses your effectiveness, if your using generic games on an ipad with no formal scaffolding in the game, its the totally different method but it would depend on the age and the kind of game, many math games are barely teaching anything other than drilling students with a point carrot system.
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Digital Games Science (which does not yet exist, in my opinion) is suffering from a lack of clear concepts. Because it has no language of discourse, it is not (yet) a science.
Concepts are largely varying and/or vague.
Digital RPGs are an important category of games. (I do not use the term "genre", because this is incorrectly carried over from motion picture and very frequently misused.) But opinions about what makes an RPG are divided.
In my opinion, role playing means to play a role which evolves over time in accordance to the way in which you play.
Do you agree?
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Depends on the Narrative. Superman is Superman - to remove any of his skill set would betray the narrative, Superman cannot level up as he was ALWAYS Superman. The opposing side of this would be Batman - whose skill set comes from knowledge and gadgets - which are features of learning. If the narrative of the game is one which is exploring a growth narrative - then changing power sets and leveling allows for this. Otherwise, it is a distraction.
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The following features and activities, like fantasy games, simulated games, curiosity and the level of challenge are most likely to promote intrinsic motivation in the learner. Can anyone suggest any scholarly articles on how these activities motivate the child in the classroom?
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For my bachelor thesis in social work with the (temporary) title "Potentials and risks of computer games in children and young people with FASD" I am looking for meaningful studies about the effects of such games in FASD, ADHD or autism. Research so far seems to have focused on specialized games, which is also interesting if it explains the mechanisms of action of the software more precisely so that they can be transferred to normal computer games.
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Hello Herbert,
Have you seen these; I'm not sure whether they quite fit into what you need:
Peadon, E., Rhys-Jones, B., Bower, C., & Elliott, E. J. (2009). Systematic review of interventions for children with fetal alcohol spectrum disorders. BMC pediatrics, 9(1), 35.
The above references:
Coles, C. D., Strickland, D. C., Padgett, L., & Bellmoff, L. (2007). Games that ‘‘work’’: Using computer games to teach alcohol-affected children about fire and street safety. Research in Developmental Disabilities, 28, 518-530.
This is the RG link but not full text:
This is also by three of the above authors:
Padgett, L. S., Strickland, D., & Coles, C. D. (2005). Case study: using a virtual reality computer game to teach fire safety skills to children diagnosed with fetal alcohol syndrome. Journal of pediatric psychology, 31(1), 65-70.
Very best wishes with your research,
Mary
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how we can train our kids to spend less time on internet
nowadays kids spent their maximum time
- using mobile
- using computer games
ETC
how we can train our kids to spend appropriate time on computer / mobile?
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In this age, we must first train ourselves to organize time.
Children follow the behavior of parents.
When we build a culture of friendship and respect between us and our children, it will be easy to organize life, education, time and the Internet
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This question stems from a recent comment made by Guillermo del Toro, regarding his creation process: "A lot of people, when they design creatures, they reference [other] creatures. And that's the worst thing you can do, because then you're going to regurgitate somebody else's process and that's it." (on Vice News, Dec. 5 2017). This comment got me thinking about whether or not the same thing could be said about the creation of fictional societies and cultures. More often than not, they reference existing or historical cultures and societies. This practice has sparked many debates over the years, touching on the politics of representation, cultural appropriation, historical revisionism, or the 'right to dream' of other places and other times. But what are the alternatives? For the sake of argument, let's explore other avenues, other non-human sources of inspirations that have, or could, serve as templates for creating fictional societies and/or cultures. Animal behavior is an obvious candidate here, and we could think of a number of examples in which they have served as inspiration for authors. But machines too ; the movies "Tron", for instance present a society inspired by the workings of a computer. Can you think of other examples?
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Then we may also ask ourselves if our own (non-fictional) societies were not partially built upon animal behaviors as well. In ancient societies sigils and totems were often symbolizing a certain type of animal behavior that was deemed as virtuous by the societies/families that used them. But it is interesting to observe the virtues/values represented in societies that chose non-living or at least non-animal objects as their sacred symbols. What behaviors are inspired by such things as mountains or trees ? Our societies often personified/deified those objects. There is a projection of the human on the object, but there is also an observational inspiration that is drawn from the object. This exchange process gives us good insights on fictional societies building, imagining the "behavior" of the natural environment of a society can maybe help us to imagine and shape a culture that may spring from that imaginary environment. It is probably a longer process than drawing direct inspiration from human societies, but may lead to things that feel just as plausible, while being fresh and uncommon.
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Ideally, I am looking for a taxonomy or classification of sound types and how they pertain to generating a response in users within a teaching/learning/gaming environment.
Thanks!
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Great question Doctor waiting for answer.
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Do computer game have training potential?Who has the right to develop the plot of the computer game? Teacher? Programmer? Who?
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I believe computer games had already changed the educational process in a way we can't measure because it's already so much disseminated.
To design a computer game intentionally for an educational purpose I believe has to be something done by a multidisciplinary team since a teacher would be focused on the educational part and might disregard fun part a bit.
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Please i am interested to know the near future of research in computer games using machine learning? These days many researchers are interested in computer games using different machine learning techniques like Deep-Q-learning, Reinforcement learning, etc. But before stepping into this area of research i want to know its scope and importance. Thanks
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There is a new book describing the use of artificial intelligence in general and machine learning in particular for playing games. This is a very large research field, so it is best to study this book (online copy available): http://gameaibook.org
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I'm a PhD student from China and I'm doing a research on Multiple online Role-playing games. Please be so kind to give me some suggestions about what books and articles i should read if you are familiar with this field.
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My game research methods collected edition might have something useful (free download available http://repository.cmu.edu/etcpress/32/), e.g., Ashley Brown's chapter.
Digra digital library (www.digra.org/dl) has quite a few pieces about MMORPGs.
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In Homer’s Iliad there are two groups of characters – Gods and Humans. Each of these groups is sub-divided into competing factions. The Gods observe, manipulate and sometimes respond to Humans, and the Humans often appeal to the Gods and may revere, obey or defy them. And there are families that extend across both Gods and Humans (e.g. the hero Achilles’ mother is the Goddess Thetis).
In a computer game it might seem appropriate for the Gods to be AI based agents and the Humans to be human players.
I suspect that there are already many online computer games involving two groups eg Gods & Humans, but rather few using AI agent architectures and maybe none explicitly based on the Iliad. But the Iliad is surely a particularly interesting and challenging target.
NOTE the relevance to Gillian’s Hoop…
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Many thanks for three very interesting answers so far, though none of them a direct answer to my question!
I shall respond shortly. 
By way of further explanation for my question, I'm interested in the relationships between reality (wassat?), belief and imaginative story telling (which we humans seem to do obsessively). When Homer created The Iliad (or patched it together, or.whatever...) did his hearers fully believe in the existence of Zeus, Ares, Athene and the rest? They certainly went to a lot of effort to build temples to them. Or was it more a social requirement that it was unwise to ignore. (Alas, poor Socrates.).  
NB I approach these issues from a technical software engineering AI perspective.
Jim D
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Dear all, I am looking for original papers, which present the use of Role Playing Games (RPG) for Multi-agent system simulations.
Thanks in advance.
Nathália
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I want to study whether is there possibility to  apply 'game theory'to analyze the geo-politics of southern peripheral countries. Just help me find out better sources for that ! 
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My advice would be "Game Theory "by D. Fudenberg and J. Tirole (MIT Press).
However, to start with the subject I suggest Thinking Strategically by A. Dixit and B. Nalebuff (Norton) or "A primer in game theory" by R. Gibbons (Prentice Hall)
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I'm working on project on professional training simulators. One of our goals is to design as engaging simulators as possible. We are going to use pre-ejection period (measured with ECG+ICG) as one of effort indicators.
My concern is whether the movement of arms and head which is necessary to train someone with our simulator will generate unacceptable artefacts?
Does anybody have an experience with games/simulators studies with ECG+ICG?
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 Maybe you could set a control group of professionals actually doing the work in real life (or a reasonable facsimile), also recored by ECG and use that baseline to differentiate them from the game users.
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We are investigating different methods to facilitate learning and fun to make. Can we use for training young people's interest in computer games? We are investigating. Could you give information about the different applications and programs on this subject?
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No, but, as far as I know, the use of computer games in skills training is an interesting and helpful learning method, e.g. in simulation processes and training of persons with disabilities.
Regards
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I am trying to find statistics related to game controllers and how many PC users are using it, what type of game genres they play, how many buttons do their devices have, how many axes, how much they would spend for a game controller, what do they expect from a game controller, etc.
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Dear all,
The design of the game controller has an important impact on the possible control dimensionality (CD) that the game designer can implement. Mustaquim and Nyström (2014) study how CD is an important parameter connected to familiarity and difficulty in games. Limperos et al. (2011) found that less advanced controller tends to increase game enjoyment and this was supported by Mustaquim and Nyström. Thus, a very complex game controller that allows a very high control dimensionality might not be the best solution when designing games depending on the game genre, some games only use a few of the possible buttons to limit the control dimensionality. In the background section, information about the history of game controllers can be found. Although this paper is investigating the Xbox 360 controller perhaps something from this paper could be useful for your study of PC controllers.
One thing that I find interesting is how people could have different natural mapping that the designed game control should conform to, and now most games do allow to some degree customization of the game controller.
Best regard,
Tobias
Limperos, A.M., Schmierbach, M.G., Kegerise, A.D., and Dardis, F.E. 2011. Gaming Across Different Consoles: Exploring the Influence of Control Scheme on Game-Player Enjoyment. Cyberpsychology, Behavior and Social Networking. 14(6). 345-350.
Mustaquim, M. and Nyström, T. (2014). Video Game Control Dimensionality Analysis. In Proceedings of the 2014 Conference on Interactive Entertainment (IE2014), Blackmore, K., Nesbitt, K. and Smith, S.P. (eds.). ACM, New York.
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I'm researching for my thesis proposal and i would like to have some references on this subject. 
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Hi Ricardo, a PhD student of mine is doing her dissertation on Free2play. Do you want to send me your email address then I can create a contact to Lies van Roessel. Best Mathias  mathias.fuchs at btconnect.com  
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I have a sequence of n numbers in a computer game, I want to move m solders randomly based on this sequence. for example 
n={1,2,3}
and m=3
we get the following solution:
s1={1}, s2: {2,3}, s3={} or 
s1={1,2,3}, s2: {},s3={}, or 
s1={3,2,1}, s2: {},s3={}, or
s1={3,2}, s2: {}, s3={1}, or
s1={1}, s2: {2}, s3={3}, or
s1={3}, s2: {2}, s3={1}, or
s1={}, s2: {23}, s3={1}, or ...
for n=3 and m=3 I counted 60 different ways if I was not wrong, what is the formula to find the number of all possible solutions?
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You can see it in this way:
You have three distinguishable containers s1,...,s3 and 3 distinguishable numbers to put in them, being the order important inside every container.
So your different options can be identified with the number of ways we can order the 3 numbers on a line, with 2 indistinguishable markers added to tag where one container finishes and the following one starts.
For example, your option s1={1},s2={2,3},s3={} is identified with the string 1|23| (the number one in the first container, the numbers 2,3 in the second one, the third one empty), while your option s1={}, s2={}, s3={3,1,2} is identified with the string ||312.
So, the number of options you have is the same as all the possible orderings of 3 distinguishable numbers and 2 indistinguishable markers, or (3+2)!/2! = 5!/2! = 60.
In the general case you will have n numbers and m-1 markers, and hence you will have (n+m-1)!/(m-1)! options.
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I am looking for examples of gamification applied to ocean literacy and results of such applications. Does anyone know of any examples?
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Dear Rui,
There is a nice simulation of tsunami in SL. You can see the vodeo following the link below:
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When analyzing millions of World of Warcraft character names, a lot of surprising patterns were found - one of them that there is a great deal of variance in how creative players of different classes are with naming their characters - any theories as to why Mages and characters on RP servers have more diversity than other classes/people on PvP servers? For more see: http://www.gamasutra.com/blogs/AndersDrachen/20130911/200000/An_Investigation_of_World_of_Warcraft_Character_Names.php#!
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I am not game analytical but i like warcraft. When i was child that warcraft is good strategy game. It is related to next and previous game of warcraft.Name has a typical of character avatar.
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Regarding Game Development Process, are there some kind of book(s)/papers that every game developer MUST read?
Thanks friends.
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If you are interested to game engines I can suggest Game Engine Architecture (1st link) that offers a complete overview of all the aspects required to develop a game engine. For more information you can see the table of contents (2nd link).
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For example, a book that would have sections on developing games using IMUs (eg wiimote), IR cameras (eg Kinect), gamepads etc as input? 
Any kind of resource would be appreciated.
Thanks
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This is Java language oriented
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Are you interested?
We have included swarm-evolutionary algorithm SOMA to play game Tic-Tac-Toe (submitted for publication). Application to play is at https://play.google.com/store/apps/details?id=cz.bukacek.soma_tictactoe&hl=en
Enjoy!
The same algorithm has been applied successfully to 
StarCraft: Brood War - Strategy Powered by the SOMA Swarm Algorithm
Abstract—This participation is focused on artificial intelligence techniques and their practical use in computer game. The aim is to show how program (based on evolutionary algorithms) can replace a man in the strategy game StarCraft: Brood War. Implementation used in our experiments use classic techniques of artificial intelligence environments, as well as unconventional techniques, such as evolutionary computation. An artificial player, proposed in this paper, is the combination of the decision tree and evolutionary algorithm SOMA. Whole code for experiments was written in the Java programming language. The proposed code provides a simple implementation of the artificial computer player in combination with slightly modified algorithm SOMA. This provides an opportunity for effective, coordinated movement of combat units around the combat landscape. Research reported here has shown potential benefit of evolutionary computation in the field of strategy games.
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Me too, paper is send to AI conference so we will soon see :)
Best
Ivan
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Game matrices and trees can be hard to interpret and reason about. This is not only true for people who may be new to game theory (like young experiment participants), but even for those familiar with it.  It normally isn't a problem because most lab experiments focus on one or two familiar games and can explain them with arbitrarily great care.  But it could be a problem for experiments that use unfamiliar games or that expose participants to many different games in a session.
One way around this is to use practice rounds to give participants experience with the various outcomes, but, additionally, there must be a general intuitive approach to the materials that can present simple games in a way that highlights their different contingencies and incentives.
At present, for a 2x2 game, I imagine I'd use the classic game matrix supplemented with some equivalent textual description: "If you select strategy Left, the other player will either select Top (earning each of you 1 and 4, respectively) or Bottom (earning each of you 2 and 2, respectively).  If you select strategy Right ...."  But even that isn't so clear, and it wouldn't scale well to larger games; I'm sure there's a better way.
Is anyone familiar with research that tests, or at least uses, some unconventional intuitive format for visually communicating the different outcomes of a range of economic games? Without resorting to "cover story" narratives? 
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Hi Seth,
In my experience the biggest problem with normal-form games in experiments is that subjects get confused about their own and the payoffs of others.
I have used a split screen in the past, where you have a table for your payoffs and for the payoff on one side and the payoffs for your opponent on the other side. This helps to make sure that people don't get confused about the matrix notation. This seems to work reasonably well. Using structural estimation methods we only have found a very small fraction of subjects behaving randomly  (like a so-called level 0 type in hierarchical models of bounded rationality). 
Another option is to use different colours for the payoffs of the player and the opponent. One could also divide the cells in the matrix (as done in many first-year textbooks) in two triangles with a diagonal line. Then all payoffs above the diagonal are the payoffs of one person and below the diagonal those of the other. Additional shading further helps.
Control questions are also helpful. (Like: What is your opponents payoff, if you play X and she plays Z) You can then program popup windows for people who get it wrong and as again until they get it right.
I hope this helps
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I am currently working on a project in the field of virtual reality and computer games. I need all the material (textbooks, nuggets, diets, links) I can get on Virtual Modelling Language...
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With a focus on action/platform games (e.g. Little Big Planet) or first person shooter (e.g. Call of Duty) games
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Hi Jérôme!
I think that research on action or "dynamic" games for people with motor disabilities is very interesting, specially if it tries to avoid the usage of additional expensive hardware.
In fact my research group and I are working on the development of GNomon, a framework that enables the creation of dynamic and engaging one-switch video games for children with severe motor disabilities. The framework supports the selection of multiple elements, which can freely move around the screen, with just a single switch. It is based on a custom implementation of the NOMON interaction modality. I attach the work-in-progress on GNomon and our ongoing research.
Have a nice day and good luck!
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Given the level of network connectivity between gamers, will the Turing Test be redundant one day? Since gamers seem to prefer interactions with flesh-and-blood players through the mediated technology of games (e.g. MMORPG)
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The issue is really in your case Dr. Lew. Is that you have three major questions rolled up into one.
Issue 1: Is the Turing test reverent in games?
Issue 2: Is a Turing test a necessary requirement for an immersible game?
Issue 3: Can we generate a similar player experience with Human actors instead of machines and is this process now more tractable due to increases in speed of the network?
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I am looking for a good overview or review paper about psychological benefits of educational games. There are plenty of resources in the web. However, I would like to refer one or two good research papers which provides overview in order to help creating a curriculum for middle-school kids. Thanks in advance
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Take a look at these:
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 2014, 66–78.
  • Tobias, S., Fletcher, J. D., Dai, D. Y., & Wind, A. P. (2011). Review of Research on Computer Games. In S. Tobias & J. D. Fletcher (Eds.), Computer Games and Instruction (pp. 127–222). Information Age Publishing.
  • Wouters, P., Nimwegen, C. van, Oostendorp, H. van, & Spek, E. D. van der. (2013). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology, 105, 249–265. doi:10.1037/a0031311
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I have seen videogames that change their mechanics and story depending on parameters given by (or taken from) the players, like player genre, player personality and game difficulty. Which other approaches have been used and keep being used? Do you know about approaches that shown to be really hard or impossible to use?
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There are a lot of papers on this topic.  Look up Dynamic Difficulty Adjustment and Procedural Content Generation on Google Scholar and you'll find a ton.  This is a very active area of games research so lots going on!
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I am interested in implementing a virtual Morris water maze task for humans in our lab during intracranial recordings. Therefore, I would need a software that allows me to create 3D levels or environments and an output of the virtual position during spatial navigation. Is there any research oriented package for this purpose? 
Important note: I am not interested in Oculus Rift kind of virtual reality, but simple 3D First Person Shooter like programs.
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Hi,
Can't say much about research on that are but there are some amazing tools for building exploitable 3D environments. Here are the big ones (some free but with conditions):
1) Unity3D http://unity3d.com/ 
3) Cry-engine http://cryengine.com/
Also you may want to try the free and open-source 3D modelling software and game-engine blender: http://www.blender.org/
Of all of the above I've only used Blender and Unity 3D. Both can take quite some time to learn and develop with (thought Unity is easier from my point of view).
Just a last suggestion. Since maybe you just want a 3D exercise without many visual effects or complexity you could do the easier approach. Check the this link for a kind of FPS in less than 300 lines of code: http://www.playfuljs.com/a-first-person-engine-in-265-lines/
There are many more and you may want to try especially if you decide to use an engine library instead of a a full software solution for development. Examples are:
1) JmonkeyEngine http://jmonkeyengine.org/ (Java)
2) Panda3D https://www.panda3d.org/ (Python)
Some of these engines (such as Unity 3D) come already with an FPS example so you can use it to modify it for what you need. I think it's worth the time exploring a bit the documentation it exists before jumping to a single solution.
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Game Player communities and forums often trade gaming tips and discoveries (and 'cheats'). Do personality traits emerge while in avatar mode that logically relate to public social personality traits? Is there a correlation that is consistent?
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Nick Yee is a reference
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Im wondering if cooperative games could be or have been deployed to people in remote areas in order to promote group cohesion, and prevent group disharmony. If anyone has any experience with this, it would be great to have some information regarding the subject.
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We have done research suggesting that should work.  In some of our studies we have had strangers play cooperatively or competitively in video games and find increases in tit-for-tat or cooperative behavior.  In the most relevant study to your concerns (Velez, Mahood, Ewoldsen & Moyer-Guse, 2013), we found that cooperative game play increased cooperation even when outgroups were playing together.  In these studies we were using violent games because of the ongoing debate the effects of playing violent games.  But John Velez recently extended this work in his dissertation using sports games (a street basketball video game) and found similar effects.  
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Dear Alexander,
No, I stopped using it because Windows 8 is disgusting for me. (I have "Houdini" under this operating system).
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I'm looking for relevant publications in the Serious Games industry but I don't find interesting articles. Does anyone know any interesting journal that would be worth it?
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Ana, you might take a look at the INTERNATIONAL JOURNAL OF SERIOUS GAMES
as well as at the activities and publications of the EU-funded GaLA network of Excellence on serious games
incl. the upcoming GaLA conference (http://www.galaconf.org/).
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I am interested in the development and evaluation of videogames and "gamification" to health. I'm keen to follow researchers with similar interests.
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Hello Dr. Smith, our team has been involved in applying games to neurorehab for the last 10 years. I think using games as a teaching tool shows quite a bit of promise as described by Dr. Fernández-Manjón above with increased retention rates and compliance. I do think however games as treatment may be a bit more complicated. Although Jane McGonigal is a great ambassador for the cause, and an incredible motivational speaker, we do have to be a bit careful here. Some of her statements I think are more marketing than science. the "ground breaking" East Carolina study that outperforms pharmaceuticals never compared one with the other. Stating superiority over pharmaceutical approaches to treat anxiety or depression in a study where 96 of 134 healthy subjects played casual games and were compared to a control group reading online articles is a far stretch to say the least. I think if you are developing new approaches, you have to very careful what you are looking to do and understand the limitations of these games. I definitely think games have a place in health but I would urge everyone to see them more objectively and focus on generating more evidence based approaches for game use.
Jan
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We've been using the VRRS system of Khymeia (Italy), and we'd like to know what are the other VR systems (gaming platform included) used, and by whom.
Thanks in advance for your time.
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I am specifically curious in how game designers approach serious games. Preferably the literature covers the techniques used, the process undergone, and/or insights into their decision making in the development of a digital game with a purpose besides entertainment.
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What helped me a lot was: Leonard A. Anetta: The "I's" Have It: A Framework for Serious Educational Game Design, in: Review of General Psychology 2010, Vol. 14, No. 2, 105–112. The paper is concerned with very basic issues of serious game design and with the pedagogic strategies you may implement therein to advance learning. If need be, I can also provide the PDF, just ask.
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Please give the advantage or disadvantage of computer games.
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Thank you so much Ahmad and Mohammad for your sharing with my question. I also thought like you and now I'm studying about that. I'd like to test that games can change my students attitudes or not. Your answers give me open my mind about students in elementary school and give me a good idea to be careful about the bad side or disadvantage of games using in education.
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Gamification as a concept has been proven to work well in pre-school or elementary school education, but what about high school and higher education?
What are possible ways to make higher education more interesting and motivating to students by implementing gamification principles? Is there an ongoing experimental group testing of the possibility of implementing gamification in higher education?
I'm thinking about asking to have an experimental course conducted at Singidunum University. A group of students would be assigned avatars on a web portal that can be levelled up, upgraded, customized and in some ways. The avatars could compete with other avatars in some game like way and based on their level and ability they would have better chances in winning. By completing lesson reviews, tutorial page reading, a lot of small and big tests on the way, they would “charge” their progress and if they study, complete tests and work continually on improving their knowledge, through partially human moderated and partially web portal automated evaluation of their progress they would be given points that they can then use to upgrade their characters, or avatars in the game.
Does anyone have experience with this sort of gamification implementation in higher education institution?
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There are, I imagine, many ways gamification may be used in higher education. From the perspective that we manage learning environments, there can be some classes which benefit from certain types of gamification. We have a class where students spend most of their time constructing, testing, and redesigning open source 3D printers. The work they do is chunked into tasks with a lot of tasks to choose from. Lee Sheldon's XP system based on Warcraft has proven ideal for assessment.
Professor Lee Sheldon, of Rensselaer Polytechnic Institute, found that class participation, attendance, and grades improved when he switched from a percentage style grading system - where a student begins the semester with 100 percent and loses points from there - to one styled like a role playing game (RPG) where a student begins at level one with 0 experience points (XP) and earns cumulative XP throughout the semester in order to “level-up” their grade. Like many modern multiplayer games, our class included achievements with small rewards for notable achievements and incremental progress, as well as missions; previously defined or student-proposed projects worth agreed-upon set amounts of XP. You may find an early account here, http://www.scribd.com/doc/81328515/Self-Replicating-Open-Source-Rapid-Prototyping-In-the-Engineering-Classroom