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Computer Games - Science topic
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Questions related to Computer Games
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.
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?
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
I would like to see studies on different age levels and use of different game engines.
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.
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
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
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.
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
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?
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?
What do you think about the role of computer games in humans' today life? Can these games be useful?
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?
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?
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?
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.
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?
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?
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!
Do computer game have training potential?Who has the right to develop the plot of the computer game? Teacher? Programmer? Who?
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
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.
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…
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
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 !
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?
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?
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.
I'm researching for my thesis proposal and i would like to have some references on this subject.
I am in particularly interested in methods for analyzing conversations in gameplay between players and from players to game characters
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?
I am looking for examples of gamification applied to ocean literacy and results of such applications. Does anyone know of any examples?
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#!
Regarding Game Development Process, are there some kind of book(s)/papers that every game developer MUST read?
Thanks friends.
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
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.
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?
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...
With a focus on action/platform games (e.g. Little Big Planet) or first person shooter (e.g. Call of Duty) games
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)
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
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?
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.
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?
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.
What should be done to improve the chess engines?
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?
I am interested in the development and evaluation of videogames and "gamification" to health. I'm keen to follow researchers with similar interests.
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.
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.
Please give the advantage or disadvantage of computer games.
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?