Science topic

Computer and Video Game Research - Science topic

The study of computer game development and impact.
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How do you think technology can help hospitalized children?
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Based on my research and published work titled 'IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation,' I firmly believe that the use of virtual reality has a positive effect on people, particularly in the context of education and training.
Our study involved developing and evaluating the effectiveness of IVAL, an Immersive Virtual Anatomy Laboratory that leverages VR and serious games to enhance the learning experience for medical students studying anatomy. The results were highly promising, with participants reporting high levels of satisfaction, success, and learning outcomes.
Through IVAL, students were able to immerse themselves in a 3D representation of the skeletal system, providing a deeper spatial understanding and retention of anatomical concepts. The immersive and interactive nature of VR technology created an engaging learning environment that surpassed traditional methods like studying cadavers or 2D diagrams.
Moreover, our findings suggest that VR simulations can potentially supplement or even replace the need for cadavers in anatomy education, addressing ethical concerns and resource constraints faced by many institutions.
I encourage you to read our paper (link: https://www.researchgate.net/publication/376621926_IVAL_Immersive_Virtual_Anatomy_Laboratory_for_enhancing_medical_education_based_on_virtual_reality_and_serious_games_design_implementation_and_evaluation) to gain a comprehensive understanding of the design, implementation, and evaluation of IVAL, as well as the positive implications of incorporating VR technologies in medical education.
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Hi academics, I am looking for a journal that accepts papers on qualitative textual and multimodal discourse analysis of digital game dialogues. Discussion is related to social (and eco-)justice. Any recommendations? #linguistics #DigitalGames
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International journal of Discourse Analysis
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There have been improvements in 3-D rendering and augmented reality systems for gaming. Are these applicable to or feasible for online learning and medical training? The only part lacking is haptic feedback for which there was already a project completed at MIT for a virtual keyboard (I'm still waiting on that open source promise).
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Quite a lot of interesting literature recommended by Davoren A Chick. However, if we talk about "serious games", i.e. games with a pedagogical purpose, in medical education I would also like to mention a recent review on this hot topic by Gorbanev et al.:
Gorbanev, I., Agudelo-Londoño, S., González, R. A., Cortes, A., Pomares, A., Delgadillo, V., … Muñoz, Ó. (2018). A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Medical education online, 23(1), 1438718. doi:10.1080/10872981.2018.1438718
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I am conducting a research on problematic video game play (PVP) as opposed to video game addiction. Is there a tool I could use to adapt or develop my own? I need to measure sleep pattern, the various factors that results in sleep loss and whether the game genre itself has any effect on sleeping pattern of video gamers.
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Hello,
I think Diurnal Hormone Rhythms may help you to assess sleep pattern such as Melatonin, Tryptophan and Cortisol
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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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In a student group work we are making experiment on participants playing video games using  DFS-2 flow evaluation questionnaire.  We are looking for experimentation using this same questionnaire for other kind of activities, not related to game. the goal is to compare results.
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Thank you Patrick
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This is a support assessment tool in relation to what we are currently studying now, about internet gaming addiction
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If you want to use this for research, I would consider using a validated instrument such as the Problem Gambling Severity Index of the Canadian Problem Gambling Index (Ferris & Wynne, 2001).  The problem with the DSM is that it changes, most recently with the omission of the criminality criterion. Other widely used instruments such as the SOGS (DSM-III) and NODS (DSM-IV) become obsolete with each new edition.  In contrast, the PGSI has been used across a wide variety of contexts and includes, arguably, the strongest behavioral and addition-based criteria of earlier instruments.  It's what we use in research studies as well as with clinical clients.  Best of all, it's only 9 questions.  With the DSM-5, you are limited to just asking the criteria questions at present as there is no validated instrument.  Hope this helps. 
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I'm currently researching for my Master's Thesis on gender inequality in eSports, with a focus on Counter Strike: Global Offensive. 
I'm looking for specific CS:GO and eSport related studies. Furthermore I'm looking for researches dealing with gender differences in cognitive skills (decision making, tactical approach), motor skills and reaction time, interest etc.
any ideas and help are much appreciated! 
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TL Taylor has a list of e-sport related publications http://tltaylor.com/teaching/e-sports-and-pro-gaming-literature/. Some titles in that list might be relevant.
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I'm collecting games that exhibit spaces that are logically impossible or contradictory, like grandmother's house in The Path, which is bigger on the inside than on the outside. I'm also looking for games that exhibit logically impossible temporality, e.g. reverse causality or time moving in different directions at the same time, like in Braid.
Any pointers would be greatly appreciated. I'm actually not just looking for games but digital narratives more generally - so any suggestions in this broad area of interactive narrative media are more than welcome. Thanks in advance.
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The most famous example would be "Antichamber", see the link below.
It is built on the very idea of logically impossible or contradictory spaces, and has received considerable media attention.
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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 am busy with research on IPR awareness in the video game industry.
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I´m working in a research in secondary trying to develop Information skills in students of 14 years old, and want a know any other research that could give any ideas about how do it with videogames
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Also this one
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I'm trying to find any research available that shows whether or not it's possible for users to get sick in virtual reality experiences from fading to black.  I haven't found anything specifically on virtual reality and I'm having trouble finding anything.  So I'm wondering if there is anything in cinema, film, or video game related that could apply.
Thanks!
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From my knowledge there is no research or studies done specifically in that field.  There has been research on camera movement and it's impact on simulating motion sickness. Most of that research was done for the 3D and interactive environments.  
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We know people will go through a lot of effort to obtain results in video games, almost without external rewards. Can this effect be exploited to make people committed to some useful activity? 
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Yes. It can, because game is one factor to make people fun.
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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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Those are claimed to be useful in cognitive and behavioral science. Where I can find more information about them?
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This framework says that for any communication to be successful, it must be Enjoyable to the audience, Relevant to what they already know and care about, Organized for easy processing, and it must make a compelling point (communicate a relevant Theme).
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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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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 want ethics approval for participant observation research of players in an online video game and I am unsure how to treat data collected from observation and from the in-game chat used by players.
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If you only plan to generate statistical data based on anonymized input, you may get away with "public space".
But for many peer-reviewed publications you have to show that you have permission from your university's IRB/IEC/ERB/REB  section ... and the IRB usually will require a DETAILED plan and most likely will assume its "private space" and will want a signed agreement from all participants.
Which usually means you have to select a certain number of people, get a signed agreement and watch them play the game under controlled conditions (which usually will influence how they play - use of strong language reduced, anti-social behavior reduced etc. - and which will make your gathered data harder to apply to the real world).
Keep in mind that more often than not getting an IRB approval can be costly  (time and money).
If you are not planning to publish it in peer-reviewed publications, you may have less problems.
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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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There is conflicting evidence within the current research literature as to the extent to which playing video games — particularly violent or action video games — has an effect on neuropsychological processes such as aggression, impulsivity and decision-making. This is compounded by unstandardised measures of aggressive behaviour that do not map clearly onto real world behaviours, and entrenched ideologies about what the effects actually are. Therefore, we are issuing a special call for Registered Reports as well as theoretical or methodological papers on the effects of playing violent or action video games on aggression, violence, and associated neurophysiological functioning. How might we best assess how video game play affects basic neuropsychological functioning? Moreover, to what extent to modern games truly tap into neurobiological motivation processes? Is video game addiction an actual disorder, or is it better characterised as a subcategory of, for example, impulse control disorders?
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I would suggest using 'empathy' as something to measure in relationship to game playing.  The depersonalization of violence through the use of virtual characters may lead to the reduction of empathy, especially in those 'addicted' to playing violent games.  I agree with Rita that players have entered a virtual world where their own personality adjusts to that world to some degree and carries over to their behavior in the 'real' world.  Monitoring how subjects react to pictures or videos that show pain and suffering as well as joy, for example, may show such differences and may even correlate to characteristics found in prison population.  I think this is a very important area for study.
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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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Mobile gaming is becoming increasingly popular among the general public with 'casual gamers' featuring as the new breed of gamers. Is there any evidence showing learning benefits from the use of commercial mobile games? Are there any commercial mobile games that have been both popular and of learning benefit?
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Dear Christothea,
At this moment, one of the most popular mobile "games" for learning is Duolingo, a free iPhone and Android app that can be used to learn foreign languages. It has a large, growing community which helps to implement new languages. I say "game", because it's actually more a form of gamification than an actual game. There have been studies on the effects of Duolingo (https://www.duolingo.com/effectiveness-study), but these have not been published in a peer-reviewed journal. 
As you probably know, learning effects of commercial video games have been demonstrated in various fields. However, there are few studies that focus specifically on mobile games. You might find this article interesting: http://www.ncbi.nlm.nih.gov/pubmed/21529831
Yours,
Maarten Jalink
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I'm looking for a cognitive distraction tool not too difficult and not too boring suitable for adults. Any idea?
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Video games have previously been used to distract children during the pre-operative phase  (http://www.ncbi.nlm.nih.gov/pubmed/16972829). In this trial, children could choose a title from a selection of ten different games.
Given the fact that 58% of the Americans (more than two thirds over 18) play video games, and that more than half of them plays games on their phone or mobile device (http://www.theesa.com/facts/pdfs/esa_ef_2013.pdf), there is a big chance that your adult patient already carries a (familiair) video game with him or her. It might be a good idea to check with them first.
Simple, easy to understand, but distracting video games for iPad are 2048, Doodle Jump, and Flight Control. Also consider familiar classics like Tetris or Pac-man. Please note that most puzzle games (including 2048) do not have a time limit and can thus be less distracting, since patients can abruptly stop playing without any in-game consequences. 
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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 doing research on evidence based game design for the healthcare industry. Our team is trying to bring the games industry closer to the healthcare industry by transferring knowledge between the two. Both the industries would want evidences to see what works in games design and what does not. An example, for instance: games for children with autism should use simple interfaces. This is one example of things we would like to couple together. I also would like to couple gamegenres to specific problems in the health industry. Any hints for me?
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Not sure if any of these will help.
"Video games in health care" (covers use in specific health e.g., diabetes, anxiety; as well as in training)
"Educational Video Game Design: a review of the Literature" (2007)
"Exergames for Physical Education Courses: physical, social and cognitive benefits"
For some videos etc of health games you could try the "Games for Health Project" http://www.youtube.com/user/gfhproject
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I am interested in developing user interfaces to help people with intellectual disabilities. I would like to use kinect, but I have no experience in its development. I would like to contact someone who works in the development of applications with this device.
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an addition:
the differences between the Microsoft SDK and openni are that:
the skeleton tracking of Microsoft SDK is clearly more stable and accurate than the one by openni. Openni has trouble with the orientation of people when turning away from the sensor, it always assumes people face towards the Kinect.
On the other hand, openNI is way more flexible and easier to program. You can
- access all data streams and information for all users that were detected.
- decide who is the active user of the system,
- use implemented gestures
- simple saving and loading of training video material
in my application, the restrictions in the Microsoft SDK made it impossible to use for my research inspite of the superiority of the tracking algorithm because of the closedness of the system.
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There is a significant difference between these two technological learning mediators.
When and where should one use them?
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It is my understanding that epistemic games have a narrower definition than serious games. Epistemic games are specifically concerned with developing knowledge through game-play and particularly in developing epistemic "frames" (Shaffer), whereas the "serious" epithet relates to the broader use of games than purely for entertainment. Epistemic games are typically online simulations that encourage a particular way of thinking about a problem that is particularly relevant to the profession in question. For example, in teaching risk and accident investigation, I have used simulated accidents and risk assessments to encourage students to develop the investigative and analytical problem-solving skills they will need in their practice. Hope this helps!
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We have been working on a game idea which is now in the stage of Game Design Document. Can we publish it as a research paper ?
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Hi,
I like Dominic's answer.
Personally I'm not sure.
But by way of comparison (with film, say) - here's an excerpt from a recent email by Craig Batty at RMIT (if it helps):
------------------
"...a special scriptwriting issue of the Australian writing journal, TEXT.
What's special about this, well, special issue is that it predominantly features scripts as creative practice research works. Here in Australia creative practice 'as research' is valued by our equivalent of the REF - what is called ERA - and so all creative works (writing, films, art, design, fashion, etc.) with a supporting 2000-character research statement and evidence of peer review (or equivalence) can be counted for research returns. TEXT, which is an A-ranked journal, has always sought to publish creative works where possible (a bit like the New Writing journal)"
------------------ (end of excerpt by C Batty)
Not sure if this helps (re: a GDD) or not...?
Best
JT
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I am a behavioral ecologist interested in gathering data on resource distribution and avatar characteristics in multi-player online games like World of Warcraft or eve-online. I am not interested with any data on the players themselves, just with in-game parameters.
I am looking to collect data on movement patterns of avatars across space, their characteristics and their behavior during game play. Is it feasible in an automated fashion?
Are you aware of anybody or any lab that has collected data from World of Warcraft or eve-online virtual worlds?
Many thanks in advance!
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Hi Sebastian,
Thank you for your answer! Indeed, I may try to expand my scope to inlcude smaller companies.
Currently though, my main limitation is effectively linking my research to the inductry's needs. Other researchers in academia seem to feel this 'gap'. For that I would need to know more about what companies actually do to monitor/analyse game dynamics and stats. I would probably be more successful if I could 'translate' what I am doing (ecology, conservations) into a language understood by the industry. My first strategy has been to conduct informational interviews, but I failed to get answers on this as well.
I will keep working on these points!
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I'm interested in learning how researchers gather quantitative data (and gaming metrics) from participants that are not physically in the same room as the researcher.
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I asked a similar question to myself in 2006, and wasn't able to find a 'key word' to describe this remote data collection method, so I coined one for my research, 'Information Trails'. In 2010, Zoeller's presented how he used Dragon Age to track players data (using a company server to collect data of players), and he used the term 'telemetry'. If you search Google using this term, you will find that computer scientists have pretty much picked up on this term.
Zoeller has a chapter in Seif El Nasr's new book "Game Analytics" on the same telemetry. I believe the book is useful in your case.
If you are interested in "Information Trails" you can find my papers by looking me up in Research Gate.
My research Lab created an Information Trails (telemetry) tracking system used Neverwinter Nights 2 as the game engine. (we are looking towards expanding, but progress is slow, because the NWN2 system works very well... if not broken, why fix?)
If you don't mind the medieval limitation to your 'game story', and are interested in simply learning how to collect data remotely, you are welcome to send me an email with more specific questions.
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When I was kid, I played a lot of video games, and was always curious on how they worked. Eventually, I started making my own video games in QBasic. Later, I learned C++ so that I could make more advanced games. I loved it so much, and over the years, I became hungry to learn more about mathematics, programming, and physics within the context of the games I was making.
I believe that game development can be a fun way to get kids interested in science and technology. And today, there seem to be a lot of options available for kids. But what are the best ways to get young kids involved in it all? Are there any good frameworks, schools, resources, etc that are appropriate for kids interested in exploring and experimenting with game development?
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I performed few workshops for kids aged 10-15 with GameMaker. Within one hour when properly guided they are able to create one room game, simple but working, and meantime learn concepts like sprite, object, collision, event, action, etc...
I also met some of them that were continuing work at home, with quite interesting results.
You will find more at: http://yoyogames.com/education
I do not know Scratch, but in last wourkshops group I had some kids talking they were learning it. And still they were amazed by results coming from GameMaker.
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Can anyone recommend a learning game for chemistry at high school/university level? Not a simulation, but a video game that helps teach basic principles of chemistry. Thanks!
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I do not know a particular game in this area, but there is an article about what makes a learning game a good one that is perhaps helpful to select the game of choice among the candidates you may get:
Leonard A. Anetta, The “I’s” Have It: A Framework for Serious Educational Game Design, in: Review of General Psychology, 2010, 14/2, 105-112. (The whole issue is specially dedicated to learning games)
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I'm working on a research project about the videogame industry in Latin America. We'd like to know why in some countries like Canada and USA it emerges while in other countries (like Brazil) it doesn't. Also about the potential impact of the industry in the economy.
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A very interesting project, and especially because concerning the impact on the economy I would suspect that to be rather larger than its public visibility. Yet I have to suspect, because unfortunately I do not know many good papers dealing with this topic from an economics point of view, or, as I am an Historian, from the point of view of economic history. My own interest in the field is geared rather towards the psychological implications of things presented and played in games, and if and how they shape the player's attitudes, especially towards history; but as we are speaking of a vast commercial sector, of course market factors can never be left out of the analysis. I am afraid I cannot help much, but here are some articles you might perhaps have a look at:
- Jonathan P. Allen/Jeffrey Kim: IT and the video game industry: tensions and mutual shaping, in: Journal of Information Technology (2005), 20, 234-244
- Nick Monfort/Ian Bogost: Random and raster: Display Technologies and the Development of Video Games, in: IEEE Annals of the History of Computing (2009), 31/3, 34-43
- John Wills: Pixel cowboys and silicon gold mines: video games of the American West, in: Pacific History Review (2008), 77/2, 273-303
And there might be something to be found in this: Amy Schleigh: At the Intersection of History and Technology: A Bibliography for Historians and Information Professionals, in: Journal of the Association for History and Computing (2002), URL: http://hdl.handle.net/2027/spo.3310410.0005.302
There are however some other persons I know that you might contact on this subject:
Prof. Angela Schwarz, the leading German historian in the field of Video Games and History; she has published some articles already that partly build on research on the economics (but only in German as far as I know). Her university mail adress is: schwarz@geschichte.uni-siegen.de.
Prof. Rolf Nohr, a German media scientist working on Games; his university mail adress is: r.nohr@hbk-bs.de.
Tom Chatfield, journalist/author who gives figures for total market sizes in his book "Fun Inc. Why games are the 21st centuries most important business" (2011); his blog's mail adress is: tom.chatfield@gmail.com. (And if you haven't already, read the book. It is just fascinating.)
I would very much like if you would just keep me informed about your project - and if I can be of any help, just ask. All the best!