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We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
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Mohammad Ali Mousavi AR and VR have brought about a transformation in the globe, particularly in the gaming industry. These technologies aid in the creation of a realistic image, as well as sound and other sensations, in order to provide an imaginative setting that stimulates a gamer's physical presence in the environment.
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I am developing a quasi experimental study in the field of game-based learning and initially I intended to use different subjects for both control and experimental. But, due to covid-19 restrictions, I will only have access to my experimental group sample. In the past (some months before starting the experimental intervention), I developed an exploratory approach with the same group that I didn’t publish yet.
Summing up, my question is: what is the scientific validity of using the same subjects, in different points in time as both control and experimental group? What issues can be anticipated?
Thank you so much!
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Using the same subject as control and experimental group will depend on the study design. If it is a crossover study, then it may be fine as different groups would undergo different interventions or control at various time points. However, if you have only one group and use it as control and experimental group, then it may lead to issues regarding the confounding factors. The groups may not be of the same age when treated as control and experimental. Furthermore, growth may play a role in giving you different outcomes which may not necessarily be due to treatment or experiment. The upside is that the control and experimental groups would be matched perfectly as they are the same group.
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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.
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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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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.
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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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I know is a very broad and general question, but focusing in this century, which/why are in your opinion the most 3/5 relevant works?
My two cents:
  • What Video Games Have to Teach Us About Learning and Literacy (Gee). Coming from the educational field this was the book that made me jump into Game Studies
  • Understanding Video Games: The Essential Introduction (Egenfeldt, Smith and Tosca). Yep, I know... pretty basic but I still recommend it to anyone entering into the field.
  • Rules of Play (Salen & Zimmerman). A modern classic.
  • Half-real (Juul). Brought a lot of debate to the field and to the classic questions of what a game is/where are does a game end, etc.
  • Persuasive Games (Bogost).12 years old and still in good shape.
Any insight?
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I would consider adding Racing the Beam by Montfort and Bogost because of its focus on the technical aspects of games that are often overlooked. It also illustrates the importance of considering sociocultural contexts of development in in-depth analyses.
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From role-playing games studies to proposals for decolonized ethnographic methods, it seems that the idea of sharing narrative authority is often presented as a key component in addressing power inequalities in contexts where worlds are being built and/or expressed in discourse. But what is narrative authority, exactly? How would you define various "degrees" of sharing it? Is it a clear indicator of agency? Your thoughts will be greatly appreciated.
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Thank you very much for the reference. I'll make sure to get that text.
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Worldbuilding has become a topic of interest in many fields. Literature, media studies, game studies are addressing it as a creative process. Social sciences are reflecting on how it relates to the construction of political possibilities. In your opinion, what are the best works bridging these two perspectives on Worldbuilding?
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Hi Cesar. Thank you for the references. Indeed, there aren't many studies bridging the gap between the two forms of worldbuilding you mention in your comment. Dan Hassler-Forest has tried to do this in his 2016 book titled "Science Fiction, Fantasy, and Politics: transmedia world-building beyond capitalism". My question seeks to identify other authors that might have explored the articulation between the two forms of worldbuilding you highlight in your answer.
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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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I'm trying to remember the paper/author where it was stated that the use of a human computer interface in artistic performance was a particularly hard benchmark and that "performance spec" is even harder to meet than "military spec".
Can anybody help me out?
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That's the one! Thanks Joseph!
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Hi, I’m working on a project using a game-based simulation where we expect to calibrate models using both expert and/or player observed data. I was looking for some papers on similar approaches but could only find one and is not even close. Maybe not using the correct keywords or my search engine is to biased, any recommendations?
Thanks in advance and best regards.
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We compared novice 'performances' (what they do) in serious games using expert performance as a baseline. Don't know if this fits what you are working on. But you can check out the papers on my page (start with papers by Loh & Sheng, 2013 & 2014).
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I am in particularly interested in methods for analyzing conversations in gameplay between players and from players to game characters
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Do you think chess would help people in life? Do you consider chess as a strategic game, that once internalized, can foster to learn how to move in life's everyday situations, as the workplace or social interactions?
What do you think about "spending time" teaching and playing chess with your children?
Any opinion will be welcome
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I used to hear such types of statement from one of my high school mathematics teachers that playing chess helps in developing strong analytical brain. However, I never took is seriously as I find it a boring game because of negligible physical activity. I prefer to a play game in the ground rather than playing any indoor game. However, I have some friends how are really good in playing chess, but I do not find something really interesting among them which may have been because of playing chess.
According to me, playing chess may a brain storming game, but may not be able to develop strong analytical ability in solving some science/engineering problem. Your opinion may differ from mine in this matter as I not a good player of chess.
Regards
MN Alam
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I'm looking for online games and studies related to culture, e.g. museums, which incorporate puzzles and logic problems. An example of such game is Time Explorer used in British Museum (http://www.britishmuseum.org/games/GreatCourt.swf). However, I'm interested in games that include more complex tasks/logic problems and thus their primary target group is adults and not children. Any ideas?
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Even though this game does not represent a real museum Beyond Perception is an experimental puzzle game based upon observation, perception and space understanding.
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Anyone have any leads on research about board games and your brain? I can find lots and lots on video games and your brain, but nothing on how board games may influence or affect our thinking.
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Guido,
1. The author I find most insightful and helpful when trying to understand how/what games (he is talking about video games mostly but many aspects apply to the kind of games you are interested in) is James Paul Gee, you can find his website where he publishes full papers for free, his literature is purely fascinating for those interested in how games/gaming can improve certain aspects of cognition. His website is http://www.jamespaulgee.com/
2. There were many studies conducted on chess players (I would classify chess as a turn-based strategy, competitive board game). Here are some links to some articles about different aspects, maybe it's a good starting point for you to dig in for specific information you want:
A proceedings volume on visual processing information, look at chapter 5 of this volume, here is the link to it:
Here is an old article from '96 on professional chess players and their memory:
Another old book with an cog. psy. perspective on chess players:
Pertti Saariluoma (1995) Chess Players' Thinking: A Cognitive Psychological Approach
Link for the book: 
Hope it helps you getting started, if you have more questions or if I can help in any way, please don't hesitate to contact me.
Hello Carlos, I would be very interested to see/read - even cite - the findings of your colleagues - what were the exact games they used and how did content acquisition go in comparison with classical instruction with the aim of content acquisition?
Thanks,
Claudiu
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We are starting a new research project, and will be looking into a lot of different ways to observe and assess properties of play and playful learning. Part of this will feed into equipping and advising an all new physical labfor studying play and playful products. 
Coming from a game studies background, I have a lot of experience when it comes to experiments and observations with gaming, but less when we are talking about play in a broader sense.
I am asking a very open question at this point, as we are still trying to hone in on as many interesting approaches as possible. We are committed to covering (but not exclusively): 
  • Qualitative observations and schemes
  • Quantitative measures, including instruments and experimental setups
  • Physiological measures and other ways of collecting data from/with technologies -  from brain based approaches to mobile sensors and native data
  • And of course approaches that transcend and combine the above.
Any and all inspiration will be welcomed - including words of warning and insights into failed approaches. What we are mainly looking for is tools and methods, as well as the theories behind them. 
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Hi Andreas, I am interested in the interaction between play and emotions myself. The current focus is gamification rather than "real" games, but still the attached paper might provide a few hints.
We used facial recognition to get a more objective view on a person's emotions than the usual questionnaire can provide. However, I feel that this is just a starting point. Multiple sensors are required to consolidate this kind of physiological research. I also got the impression that current systems (like the SHORE-kit for facial recognition we used) have been developed for lab conditions and are often difficult to use in the field.
Maybe we can work together on this topic. I'll soon start a new project on measuring emotions in the context of (gamified) learning processes.
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Good day community,
I am looking for articles that argue or are resistant towards the concept of collaborative leadership in an online multiplayer gaming environment. If anyone has this type of information, would you please send it my way?
Thanks,
Adam
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Hi Adam, for a more algorithmic take on collaborative decision-making, have a look at:
Wierzbicki, A. P. (1985). Negotiation and Mediation in Conflicts, II: Plural Rationality and Interactive Decision Processes. In M. Grauer, M. Thompson, & A. P. Wierzbicki (Ed.), Sopron 1984 (pp. 114-131). Springer Verlag.
I applied Wierzbicki's work to a group decision-making scenario relating to electronic boardrooms in a 'game play scenario' situation. The approach was aimed at getting virtual and real entities to come to group decisions without a specific leadership decision. In Wierzbicki's work (note in the 80s) he speculated that this type of algorithm could be used in diplomatic situations to reach a decision (i.e. imagine potentially tense negotiations between the US and USSR) based on the concept of tolerances: An "Electronic Mediator".
This might not be what you're looking for, but might help with making an interesting compare / contrast - especially if integrating AI/bots into a multiplayer scenario. You might also want to check out some of the publications done related to defining a collaborative process within which this group decision-making algorithm was applied.
Cheers!
-- Dan
P. S. Not in the games domain, but have you thought of looking at research around distributed teams in business - this might provide another contrast to gaming?
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I'm interested especially in how the history and theory of art would describe his so called "masterpiece" (I mean the Quadtych, not Scherzo No. 7). And am curious if anyone's already compared the dance scenes from the first "Bioshock" and from "Bioshock Infinite: Burial at Sea"?
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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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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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I'm working on pottery ['samian ware' or terra sigillata] from a Roman amphitheatre, amongst which the epigraphist has suggested one incised base as possibly representing an improvised abacus, if not an ersatz gaming board. 
Pliny and Martial refer to ‘counters and a board’ (calculos tabulamque). 
Does anyone know of any abacus, ersatz or otherwise, found at a Roman arena?
At an amphitheatre, an abacus might be used for ticket collecting, adding up scores, etc. Are there references [ancient or modern] to betting at amphitheatres or in the circus? 
Measurements and further details are given on page 2 of the comments below. Any further comments on measurements, etc, will be gratefully received! Its precise function, whether calculating table or gaming board, is uncertain without more convincing evidence.
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Roman culture had spread widely in Europe by the Middle Ages and the Roman numeral system was commonly used for arithmetic. While addition and subtraction are relatively easy with the system, anything more advanced even multiplication or division is difficult; the lack of zero poses a particular problem.
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Are there any quantitative studies of the benefits of Role Playing Games (e.g. D&D)?  I have found a number of anecdotal studies but nothing with a firm measurement.  If you have any qualitative studies I would be interested in them, but I really want to see some figures.
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I am not sure this is what you are looking for, and it is very likely that you already know about these, but here are a few resources:
THis is the study about possible negative effect of D&D (found on ResearchGate): 
Hawkes-Robinson, W. A. Analysis of the report ALIENATION AND THE GAME DUNGEONS AND DRAGONS.
Chicago
Tychsen, A. (2006, December). Role playing games: comparative analysis across two media platforms. In Proceedings of the 3rd Australasian conference on Interactive entertainment (pp. 75-82). Murdoch University.
Bowman, S. L. (2010). The functions of role-playing games: How participants create community, solve problems and explore identity. McFarland.
Walton, W. J. (1995). Role-playing games: The Stigmas and Benefits.
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I only found serious games study in very short term less than a month. Anyone see studies that serious games are still effective in long run. Players keep playing the game again and again for let's say 6 months or years.
Thank you.
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It's always hard to find studies that follow participants over a long period of time, because it's hard to run a study like this.
But only by logical thinking, one may conclude that it's hard to keep someone playing the same game over and over again, unless the game is capable of adding something new for the player over time. No one wants to do the same thing over and over game. Even with entertainment games, players usually play them for a time, after that they become bored and switch to another game. Unless the game is capable of adding new content over time.
For serious games, it is necessary to study what are the objectives of each specific game and consider if it's really desirable that the players keep playing the same game over time. For example, for learning games, specific games to teach specific knowledge would be better suited. After the student learned that piece of knowledge, they would eventually switch to other games to learn different things.
However, if you find a situation where keeping engagement with the same game over an extended period is necessary, employing extrinsic motivation, like external rewards, usually work for a brief period. The use of intrinsic motivation is necessary to keep engagement for a longer period. You can study about Self-Determination Theory to understand more about extrinsic and intrinsic motivation (http://www.selfdeterminationtheory.org/).
You can find extensive information about games and intrinsic motivation on the book "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" by Scott Rigby and Richard Ryan. They talk about games in general, but it's easy to understand that the same principles can be applied specifically to serious games.
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I am looking for some expert in history of ancient games particularly the Nabatean's game boards. 
I have figured out how they were playing there most popular game, however need an expert in the domain to cooperate this breakthrough.
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Dear @Ahmad, I am not an expert, but some resource might be helpful! Ancient Board Games in Perspective. Papers from the 1990 are attached and some other resources, so you can trace the author, even here at Research Gate. Good luck!
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Thanks in advance for your replies.
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I am still doing a lot of consultancy in this area. If you need some help, send an email to toni@ivergard.com (i am doing work in Scandinavia, SEA incl. Singapore and eg Thailand), I will keep the fee low as this is a very important health issue! Toni Ivergard (Docent at KTH in Sthlm)
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Someone can suggest me bibliography to analyze the video game´s design learning, that is to say, playing, learning and creating content such custom maps or development V.G. ( Like  Warioware D.I.Y or Project Spark )
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On creating content for video games, you might take a look at this recent survey: A Survey on Procedural Modeling for Virtual Worlds (at CGForum). 
Specifically regarding dungeon generation: Procedural Generation of Dungeons (at IEEE TCIAIG)
You might as well take a look at the PCG Book in the make: http://pcgbook.com/
For evolutionary and search-based methods, J Togelius is indeed the best starting point.
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Looking for opinions and perspectives of colleagues from different backgrounds.
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First, you should decide what UX aspect is important, e.g. utility, usability, aesthetics. A serious game should have a very good usability and stimulation, right? Then, the question is, when in the product life cycle UX assessment methods can be applied? If the product development is finished already, then you might use the classic techniques like heuristic evaluation, observation and eye tracking. Thinking aloud is sometimes difficult to apply during games (dynamics, real-time interaction etc.). Eye tracking is quite interesting in this context.
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There are several gambling tools in a casino. One can simply divides these tools into electronics and real objects. The former contains slots or any other computer controlled machines. The later contains the objects that the gambler can touch such as dices, roulette, and poker. Is there any research or study comparing the results from the two kinds of gambling tools? For example, one take 100 USD into casino and how much he can win (or how long he can play) if he plays purely the electronics or the real objects?
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Thanks