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Minecraft as a block building approach for developing spatial skills Entertain. Comput. (IF 1.341) Pub Date : 2021-03-19 C. Carbonell-Carrera, A.J. Jaeger, J.L. Saorín, D. Melián, J. de la Torre-Cantero
Spatial skills belong to a group of functions and capacities that allow for the manipulation and processing of spatial information. Spatial skills are essential in STEM fields where students need to imagine objects in different orientations, manipulate three-dimensional models, and mentally reconstruct drawings from two to three dimensions. However, many students have difficulty with understanding
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Let CONAN tell you a story: Procedural quest generation Entertain. Comput. (IF 1.341) Pub Date : 2021-02-25 Vincent Breault, Sébastien Ouellet, Jim Davies
This work proposes an engine for the Creation Of Novel Adventure Narrative (CONAN), which is a procedural quest generator that uses a planning approach. The engine is tested on its ability to create quests, which are sets of actions that must be performed in order to achieve a certain goal. The engine takes in a world description represented as a set of facts, including characters, locations, and items
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Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: an Emotion-based Educational Data Mining Approach Entertain. Comput. (IF 1.341) Pub Date : 2021-04-02 Ibtissem Daoudi, Raoudha Chebil, Erwan Tranvouez, Wided Lejouad Chaari, Bernard Espinasse
For several years, there has been growing interest in the development and use of serious games to improve individuals’ quality of life and behavior. In particular, Crisis Management Serious Games (CMSG) have shown their potential for teaching people both technical and soft skills related to managing crises in a safe environment while reducing training costs. To improve their effectiveness, several
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Software architecture for digital game mechanics: A systematic literature review Entertain. Comput. (IF 1.341) Pub Date : 2021-03-04 Wilson K. Mizutani, Vinícius K. Daros, Fabio Kon
Game mechanics, the rules that simulate the virtual world inside a game, take a great part in what makes a game unique. For digital games, this uniqueness reduces the opportunity for software reuse. A high-level software architecture for game mechanics, however, can still be reused where a single, specific implementation cannot. Despite that potential, existing research on game development lacks a
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Applying gamification design to a donation-based crowdfunding platform for improving user engagement Entertain. Comput. (IF 1.341) Pub Date : 2021-03-17 Hoda Golrang, Ehram Safari
Recently, donation-based crowdfunding platforms raise funds by individuals to support many charity projects on the internet. These platforms need to be considered as a valuable financial resource. Gamification constitutes one of the techniques that is able to increase motivation and engagement of users. This study developed a gamified platform to encourage users to participate and engage in donation-based
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Variations in visual sensitivity predict motion sickness in virtual reality Entertain. Comput. (IF 1.341) Pub Date : 2021-03-01 Jacqueline M. Fulvio, Mohan Ji, Bas Rokers
Severity of motion sickness varies across individuals. While some experience immediate symptoms, others seem relatively immune. We explored a potential explanation for such individual variability based on cue conflict theory. According to cue conflict theory, sensory signals that lead to mutually incompatible perceptual interpretations will produce physical discomfort. A direct consequence of such
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Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model Entertain. Comput. (IF 1.341) Pub Date : 2021-02-25 Nilakshi Yein, Swati Pal
Exergaming is a promising technology for the elderly to achieve balance training requirements. This paper investigates the acceptance of a tailored exergame (Indian context), termed as Therapeutic Stepping Exergame (TSE). The key constructs and the intercorrelation between these constructs contributing in the intention of using it from the consumer context (Indian elderly, N = 27, age: 66.44 ± 5.84 years
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ACA game for individuals with Autism Spectrum Disorder Entertain. Comput. (IF 1.341) Pub Date : 2021-02-03 Maria Renata de Mira Gobbo, Cinthyan Renata Sachs C. de Barbosa, Marcelo Morandini, Fernanda Mafort, José Luiz Villela Marcondes Mioni
This article presents a computerized application for the literacy of children with Autistim Spectrum Disorder (ASD) in Portuguese language, which has PECS (Picture Exchange Communication System) using pictographs related to Activities of Daily Living (ADLs). ADLs can be considered as skills learned in childhood and include self-care and personal hygiene activities. The purpose of this article is to
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Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions Entertain. Comput. (IF 1.341) Pub Date : 2021-02-23 Iftikhar Alam, Shah Khusro, Mumtaz Khan
Web recommender systems play a significant role in different domains, such as movies, books, music, etc., and contributes to not only user satisfaction but also to e-business and e-commerce. It utilizes the user’s profile information, preferences, and activities for recommendations of different objects. However, the distinct nature of watching smart TV greatly affects the accuracy and efficiency of
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Understanding the “social” nature of digital games Entertain. Comput. (IF 1.341) Pub Date : 2021-02-23 Linda K. Kaye
There is a wealth of academic evidence which points to the role of social gaming on a range of outcomes. Studies have employed a range of methodological approaches to study this, although the majority tend to use experimental methods. The current paper provides a review of the current literature on outcomes of “social gaming” alongside raising debate about the conceptual underpinnings of this term
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The relationship between co-playing and socioemotional status among older-adult game players Entertain. Comput. (IF 1.341) Pub Date : 2021-02-08 Seyeon Lee, Chung-Kon Shi, Young Yim Doh
This study aimed to investigate differences in socioemotional status and perceptions of video games among older adult co-players, solo players, and non-players of video games. We collected data on these three groups through a survey of 190 Korean participants between the ages of 50 and 69 years (Mean age = 59.2). Results showed that co-players expressed a higher positive affect and well-being, higher
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Design requirements for educational serious games with focus on player enjoyment Entertain. Comput. (IF 1.341) Pub Date : 2021-02-10 José Lauciano Ferreira de Almeida, Liliane dos Santos Machado
Player enjoyment evaluation models allow developers to know the performance of a game in promoting player enjoyment. This kind of evaluation can only be done after the development and have been used to identify possible points for game improvement. Educational serious games are commonly presented to students by their teachers, directing them to play, instead of the students starting to play willingly
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Serious games to improve social and emotional intelligence in children with autism Entertain. Comput. (IF 1.341) Pub Date : 2021-02-17 Ahmed Hassan, Niels Pinkwart, Muhammad Shafi
The use of serious games provides a new dimension for treating individuals with Autism spectrum disorder (ASD). Researchers have carried out a substantial amount of work in this domain with promising results in the past two decades. This study reviews the literature to design serious games to improve social behaviour in an individual with ASD. Forty serious games, developed between 2000 and 2019, were
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Identifying communities and fan practices in online retrogaming forums Entertain. Comput. (IF 1.341) Pub Date : 2021-02-01 Marçal Mora-Cantallops, Eva Muñoz, Roberto Santamaría, Salvador Sánchez-Alonso
A noteworthy trend that has developed in video games in recent years is retrogaming. Retrogaming could be defined as a specific subculture of digital gaming typically characterised by playing (or collecting) obsolete personal computer, console or arcade video games in contemporary times, although it can also include playing modern games with “retro” aesthetics. However, it is not limited to that; it
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The impact of video games on Students’ educational outcomes Entertain. Comput. (IF 1.341) Pub Date : 2021-02-02 Slobodan Adžić, Jarrah Al-Mansour, Hasnain Naqvi, Slobodan Stambolić
The use of video games among both youths and elders has been recognised as a remarkable trend and a global success for the video game companies. Although some of these games might be useful in certain academic areas, the majority of students have been using them from a leisure perspective and consequently became addicted users. Video games are also considered a main constraint that hinder high learning
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Systematic literature review on health effects of playing Pokémon Go Entertain. Comput. (IF 1.341) Pub Date : 2021-02-03 Alf Inge Wang
Pokémon Go is one of the most successful mobile games of all time and has motivated its users to become physically active, socialize, and spend more time outdoors. There have been published some systematic literature reviews related to Pokémon Go, but few address health effects beyond the physical health of playing the game. This paper presents the results from a systematic literature review on how
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Effects of conflicts on outcomes: The case of multiplayer online games Entertain. Comput. (IF 1.341) Pub Date : 2021-01-20 So-Jung Shin, Dahye Jeong, Eunil Park
Ever since online games gained popularity in society, it has been used as a means of interaction and facilitating relationships. Online game players tend to actively communicate and collaborate with each other to achieve common goals, and this consequently leads to the formation of strong bonds and attachments with other players of the game. However, a variety of conflicts can sometimes arise during
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Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior Entertain. Comput. (IF 1.341) Pub Date : 2021-01-18 Hanna Klecka, Ian Johnston, Nicholas David Bowman, C. Shawn Green
Over the past thirty years, research situated in many individual sub-domains of psychology has investigated the potential impact of video game play on behavior. Interestingly, although researchers in the various sub-fields are (presumably) versed in the results of the published research, there nonetheless remain significant individual differences in opinion across researchers regarding what exactly
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Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality Entertain. Comput. (IF 1.341) Pub Date : 2021-01-14 Manuel López Ibáñez, Maximiliano Miranda, Nahum Alvarez, Federico Peinado
In this article, a head gesture recognition system is developed in order to identify emotional inputs and provide them to an adaptive music system (LitSens) in virtual reality applications, improving virtual presence in the process. Two iterations of this system, both founded on neural networks, are presented: the first one is based on a multi-layer perceptron, whereas the second one consists of a
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Beyond action video games: Differences in gameplay and ability preferences among gaming genres Entertain. Comput. (IF 1.341) Pub Date : 2021-01-19 Adam J. Toth, Eoin Conroy, Mark J. Campbell
This paper collated and analysed information regarding the abilities, gameplay and game genre preferences perceived to be important by amateur gamers and whether these perceptions differed based on several criteria, including time spent gaming and the types of games people played. First-person Shooter (FPS), Multiplayer Online Battle Arena (MOBA) and Real-time Strategy (RTS) games were examined among
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Stimulating children’s engagement with an educational serious videogame using Lean UX co-design Entertain. Comput. (IF 1.341) Pub Date : 2021-01-18 Maria C. Ramos-Vega, Victor M. Palma-Morales, Diana Pérez-Marín, Javier M. Moguerza
The motivation to stimulate children’s learning engagement could be found in the fact that learning is not always motivational in itself. This is particularly true when learning is obligatory and based upon material that has not been chosen by the children themselves. A Lean UX approach to the co-design of an educational serious videogame (MOBI) is proposed in this paper. The core idea is that children's
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Empowering vulnerable target groups with serious games and gamification Entertain. Comput. (IF 1.341) Pub Date : 2021-01-05 L.M. van der Lubbe, C. Gerritsen, M.C.A. Klein, K.V. Hindriks
Serious games and gamification is a popular and growing field, commercially and for academic research. This paper aims to give an overview of a specific domain within the field of serious gaming and gamification; the field of serious games and gamification to empower vulnerable target groups. This overview contributes to a better understanding of this field, by identifying different vulnerable groups
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A comparative analysis of tools for developing location based games Entertain. Comput. (IF 1.341) Pub Date : 2020-12-31 Damianos Metikaridis, Stelios Xinogalos
The extended usage of mobile digital devices has nowadays become commonplace. Location-based games make the most of the mobile technologies by being played solely on mobile devices. The ever-growing interest for this type of applications goes beyond the mere goal of player entertainment, even reaching to the advocacy of civilization, research and education. In this article, three of the most famous
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Opening the world of contextually-specific player experiences Entertain. Comput. (IF 1.341) Pub Date : 2020-12-29 Nathan G.J. Hughes, Paul Cairns
Games provide a variety of experiences for players. Currently, research focuses either on games as undifferentiated wholes, or on a feature-level basis where findings are difficult to generalise. However, specific gaming experiences cannot be explained from these approaches. Open world games in particular are a popular game type known for giving players high levels of choice over what they do, thus
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User experience in a kinect-based conducting system for visualization of musical structure Entertain. Comput. (IF 1.341) Pub Date : 2020-12-11 Joyce Horn Fonteles, Maria Andréia Formico Rodrigues
There is a potential for immersive tools that can teach some basic aspects of conducting in a constructive way. This work presents a Kinect-based conducting system that uses a gestural interface for visualization of musical structures, aimed towards educational purpose. The system provides a solution that enables students to practice conducting without the actual need of the physical presence of an
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Interactive Rakuchu Rakugai-zu (views in and around Kyoto) Entertain. Comput. (IF 1.341) Pub Date : 2020-12-25 Naoko Tosa, Ryohei Nakatsu, Makoto Nagao, Naoko Iwasaki, Tsumiki Wada, Futoshi Saegusa, Tsuyoshi Kishigami, Katsunori Ishikawa, Masato Takaba, Kohei Nishino
Rakuchu Rakugai-zu are screen drawings illustrating in and around Kyoto and various versions were created from the beginning of 16th century until 17th century. As in the Funaki Version of Rakuchu Rakugai-zu everyday lives of over 2000 people in Kyoto are vividly painted, the drawing is a good material to learn their customs in early 17th century in Kyoto and thus, could be relevant for entertainment
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When ignorance is bliss: The role of curiosity in online games adoption Entertain. Comput. (IF 1.341) Pub Date : 2020-12-03 Laila Dahabiyeh, Mohammad S. Najjar, Deepti Agrawal
Despite the adverse consequences associated with playing risky online games, their popularity is increasing. Prior literature on online games has focused on identifying adoption factors without taking associated risks into consideration. In this study, we examine the factors that drive individuals to play online games in the presence of cybersecurity risks such as physical and psychological risks associated
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Listen by Looking: A framework to support the development of serious games for live music Entertain. Comput. (IF 1.341) Pub Date : 2020-11-18 Giulio Pitteri, Edoardo Micheloni, Carlo Fantozzi, Nicola Orio
This paper presents an ongoing project focused on the framework Listen by Looking, that includes several tools to support the implementation of digital games, allowing the interactive display of music sheets, piano rolls and dialog windows with contextual information. Using this framework, a serious game for mobile devices was designed to entertain and teach music to users by listening to songs and
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Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility Entertain. Comput. (IF 1.341) Pub Date : 2020-11-21 Yannick Francillette, Eric Boucher, Bruno Bouchard, Kévin Bouchard, Sébastien Gaboury
Serious games are used in different sectors such as education, health, work, etc. Among the potential users of serious games are persons suffering from mental illness. Mental disorders affect a person’s memory, thinking, perceptions or behaviour. This type of disability makes it more difficult to create games for people suffering from it. Indeed, the constraints associated with this type of disability
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What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? Entertain. Comput. (IF 1.341) Pub Date : 2020-11-28 Maciej Behnke, Patrycja Chwiłkowska, Lukasz D. Kaczmarek
Gaming elicits strong emotional responses. However, little is known about which situations within the gameplay elicit specific emotions. Thus, we aimed to identify which gaming situations elicit positive and negative emotions. We asked Counter-Strike: Global Offensive gamers (N = 652) to recall and write about a situation when they felt amused, angry, enthusiastic, or sad. In our analysis, we used
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How to play a MOOC: Practices and simulation Entertain. Comput. (IF 1.341) Pub Date : 2020-11-17 Dario De Notaris, Sergio Canazza, Carlo Mariconda, Cristina Paulon
Massive Open Online Courses are important online study resources. They aim at providing online education to an increasingly large and heterogeneous audience: school pupils, university students or professionals who intend to acquire or develop their skill to better respond to market needs. The growing number of learners (more than 100 million globally at the moment, https://www.classcentral.com/rep
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Boosting: Rank and skill deception in esports Entertain. Comput. (IF 1.341) Pub Date : 2020-11-06 Eoin Conroy, Magdalena Kowal, Adam J. Toth, Mark J. Campbell
Competitive video gaming, collectively known as esports, has surged in popularity over the last decade. The rapid growth in revenue, viewership, players and exposure to date has led to the rise of impropriety in the form of cheating. “Boosting” is a form of cheating whereby high-skilled players access lower-skilled players’ accounts for the purpose of increasing the rank of the account for monetary
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Algorithmic adaptation and generalization of physically-constrained games Entertain. Comput. (IF 1.341) Pub Date : 2020-09-19 Jeffrey Uhlmann
In this paper we introduce a novel strategy for generalizing existing puzzles and games by mathematically expressing the operations of the game; then deriving mathematical generalizations of those expressions; and finally implementing a new variant of the game using those generalized operations. The strategy is illustrated in a case study involving the adapting of a traditional game/puzzle to exploit
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Digital gaming among adolescents in clinical settings: Do we underestimate this issue? Entertain. Comput. (IF 1.341) Pub Date : 2020-10-06 Çilem Bilginer, Serkan Karadeniz, Emirhan Arslan
Objective Gaming disorder is a serious public health problem; however, there is a limited number of studies on this issue in clinical settings. This study aimed to determine the prevalence of addicted and at-risk gamers among adolescents who applied to a child psychiatry clinic and to identify the differences in clinical characteristics and game preferences between addicted gamers and other gamers
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Typical opinions mining based on Douban film comments in animated movies Entertain. Comput. (IF 1.341) Pub Date : 2020-09-23 Ting Wu, Fei Hao, Mijin Kim
The film comments data contains a huge amount of mining research value, and text mining analysis of the animated film’s comments can objectively reflect the quality of the animated film presentation and the problems generally expressed by the audience. However, these film comments are often mixed. The existing well-known film reviews websites have not excavated typical reviews on the users film comment
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Playful-consumption experiences and subjective well-being: Children’s smartphone usage Entertain. Comput. (IF 1.341) Pub Date : 2020-09-19 Amir Zaib Abbasi, Amjad Shamim, Ding Hooi Ting, Helmut Hlavacs, Umair Rehman
The study aims to investigate the factors that contribute to children’s subjective well-being. We used playful-consumption experiences in children’s smartphone usage to determine their subjective well-being. In total, 210 valid responses were obtained from the parents and analyzed using PLS-SEM in SmartPLS 3.2.8. The results of the measurement model revealed that the investigated constructs were reliable
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Exploring alternatives with Unreal Engine’s Blueprints Visual Scripting System Entertain. Comput. (IF 1.341) Pub Date : 2020-09-12 Eric Chu, Loutfouz Zaman
We present BPAlt – a system which allows game developers to create and manage alternatives for Unreal Engine’s Blueprints Visual Scripting System. BPAlt allows the user to create, save, organize and swap Blueprint alternatives for rapid testing and experimentation. BPAlt also supports level alternatives, alternatives of alternatives through alternative scenarios, and allows merging of alternatives
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Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review Entertain. Comput. (IF 1.341) Pub Date : 2020-09-16 Kshitij Sharma, Juan C. Torrado, Javier Gómez, Letizia Jaccheri
The objective of exposing girls to Computer Science as a career option has led to research directed towards gaming activities for girls. These activities include both game play and game design. Research about gaming activities for increasing girls’ interest in computer science has gained much attention over the past few years and has resulted in a number of contributions. We follow up with an overview
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A mixed integer programming formulation for Smashed Sums puzzle: Generating and solving problem instances Entertain. Comput. (IF 1.341) Pub Date : 2020-08-29 Barış Keçeci
Playing mind games and puzzles has 2500 years of known history. Puzzles and games constitute a research domain that is attracting the interest of scientists from numerous disciplines such as artificial and computational intelligence, neural networks etc. All types of puzzles and games contain their own logic and mathematics. Able to know the science behind them and modelling the logic that a person
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Digital gaming audiences: Awareness, without closeness Entertain. Comput. (IF 1.341) Pub Date : 2020-08-20 Evan R. Watts, Kevin Koban, Nicholas D. Bowman
Game streaming is emerging as an increasingly popular form of social gaming even among non-professionals. As such, players have to adapt to the presence of a digital gaming audience consisting of people who are either synchronously or asynchronously participating in their performance and engaging with them remotely via digital media. While individuals’ experiences with physically collocated (non-digital)
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Designing for meaningful social interaction in digital serious games Entertain. Comput. (IF 1.341) Pub Date : 2020-08-20 Xavier Fonseca, Geertje Slingerland, Stephan Lukosch, Frances Brazier
Digital serious games have shown to be effective in promoting citizen engagement and social interaction. The reasons for their success are, however, unknown. This paper proposes design recommendations to support designers of serious games for meaningful social interaction, based on player preferences, needs and desires, based on literature study and a case study for which a location-based game framework
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The Game Element and Mechanic (GEM) framework: A structural approach for implementing game elements and mechanics into game experiences Entertain. Comput. (IF 1.341) Pub Date : 2020-07-27 Lauren S. Ferro
Existing research in player typologies has presented theories to try and explain players’ behavior during gameplay. Many typologies are context or genre specific and therefore are potentially limiting their practicality in other contexts. To date, no existing research categorizes players based on their explicit preferences for game elements and mechanics (GEMs). To this end, an analysis of three surveys
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A novel hybrid bidirectional unidirectional LSTM network for dynamic hand gesture recognition with Leap Motion Entertain. Comput. (IF 1.341) Pub Date : 2020-06-06 Safa Ameur, Anouar Ben Khalifa, Med Salim Bouhlel
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Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation Entertain. Comput. (IF 1.341) Pub Date : 2020-05-28 Marco Rüth, Kai Kaspar
Commercial exergames are popular entertainment games and beneficial for health and motivation. However, more evidence on their effectiveness in learning contexts is needed. The present pre-post longitudinal field study focused on whether and how a commercial dance exergame promotes student learning and on several experience factors when being integrated into formal school teaching across four regular
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The role of motivation to change and mindsets in a game promoted for mental health Entertain. Comput. (IF 1.341) Pub Date : 2020-05-20 Aniek Wols, Marlou Poppelaars, Anna Lichtwarck-Aschoff, Isabela Granic
Anxiety and depression are the most prevalent mental health disorders among young adults, leading to debilitating outcomes. Recently, there has been an increasing interest in the use of video games to prevent and treat mental health problems. Insight into the motivational factors that influence game selection and engagement will inform us on how to tailor the promotion of mental health games. The primary
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The evaluation video quality in social clouds Entertain. Comput. (IF 1.341) Pub Date : 2020-05-11 Sajida Karim, Hui He, Asif Ali Laghari, Kamran Ali Memon, Mehak Khan, Arif Hussain Magsi
Social clouds are nowadays very popular among users around the world, and users post videos and images on their wall to share with family and friends. Social cloud automatically compressed the videos during the upload process for fast load in webpages and save storage, which decreases the Quality of Experience (QoE) of the end-user. Previously subjective QoE of social cloud videos was conducted to
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A systematic review on the impacts of game-based learning on argumentation skills Entertain. Comput. (IF 1.341) Pub Date : 2020-05-07 Omid Noroozi, Hojjat Dehghanzadeh, Ebrahim Talaee
This study maps instructional support and learning outcomes of argumentation game-based learning. For this systematic review, 29 publications dating from 2000 through 2019 were studied to highlight the foci of this field of research. Although these studies reported effects of game-based learning on learning outcomes and instructional supports on argumentation skills, none of the publications reported
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Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor Entertain. Comput. (IF 1.341) Pub Date : 2020-04-12 Fernando Gómez-Gonzalvo, Pere Molina, José Devís-Devís
Video games are part of the technological revolution, and it is possible nowadays to play video games anytime and anywhere as a primary source of youth entertainment. The research question of this study refers to which are the patterns of video game usage by Spanish school adolescents. In particular, it analyzes the time and money spent on video games among Spanish teenage students of 11–19 years old
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Tagore and neuroscience: A non-linear multifractal study to encapsulate the evolution of Tagore songs over a century Entertain. Comput. (IF 1.341) Pub Date : 2020-04-12 Shankha Sanyal, Archi Banerjee, Sayan Nag, Uddalok Sarkar, Souparno Roy, Ranjan Sengupta, Dipak Ghosh
The verses of Rabindranath Tagore have been sung by various artistes over generations spanning over almost 100 years. There are few songs which were popular in the early years and have been able to retain their popularity over the years while some others have faded away in the course of time. In this study we tried to find cues in the singing style of these songs, sung by different singers spanning
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A new non-deterministic drama manager for adaptive interactive storytelling Entertain. Comput. (IF 1.341) Pub Date : 2020-03-20 Milo N.R. Utsch, Gisele L. Pappa, Luiz Chaimowicz, Raquel O. Prates
Adaptive interactive storytelling is a resource used to guide the player through the game narrative in a way he/she can understand, in his/her own unique way, the multifaceted nature of the story being told. In interactive storytelling, the player is presented with a set of options to help directing the narrative, and the Drama Manager (DM) is responsible for controlling the narrative trajectories
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Analyzing the sophistication of Chinese checkers Entertain. Comput. (IF 1.341) Pub Date : 2020-03-17 Wu Yisi, Mohd Nor Akmal Khalid, Hiroyuki Iida
Game refinement theory has been used as a reliable tool for measuring the attractiveness and entertainment of games, which is derived from a game information progress model and has been applied in various games. This study aims to explore the entertainment of popular multiplayer game-Chinese checkers. The experiments in this study investigated the entertainment of Chinese checkers by creating different
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Quality of experience (QoE) assessment of games on workstations and mobile Entertain. Comput. (IF 1.341) Pub Date : 2020-03-02 Asif Ali Laghari, Khalil-ur-Rehman Laghari, Kamran Ali Memon, Muhammad Bux Soomro, Rashid Ali Laghari, Vishal Kumar
Gaming is a growing hobby in the young generation around the world and games are played from different platforms such as personal computer (PC)/mobile applications, online server and cloud services. Quality of experience (QoE) domain used for the assessment of user experience during the playing of the game. In this paper, we assess the QoE of the game players while playing different popular games such
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Collaboration or battle between minds? An attention training game through collaborative and competitive reinforcement Entertain. Comput. (IF 1.341) Pub Date : 2020-02-27 Yoones A. Sekhavat
Attention training games can use brainwaves as auxiliary inputs to increase the attention level of players in an engaging environment. These serious games are generally developed as a single-player game. However, research has shown that multi-player games that involve the interactions between multiple players are more appealing. This paper proposes a multi-player attention training game based on two
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Problem structuring for technical decisions in mobile games for the companies: An operational research perspective Entertain. Comput. (IF 1.341) Pub Date : 2020-02-26 Gerçek Budak
Mobile game industry made a breakthrough in the last decade with the increase in stores, applications, users and revenue. As a fresh sector in the business market, it brought many opportunities to entrepreneurs, companies, programmers and human resources who work and are intended to work in this field. Many researches have been conducted for mobile game industry on education, ergonomics, finance, marketing
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The effects of juiciness in an action RPG Entertain. Comput. (IF 1.341) Pub Date : 2020-02-24 Dominic Kao
“Juiciness” is a term that has been widely used to describe the positive feedback (both visual/audial) present in digital games. However, few empirical investigations have looked at how juiciness concretely impacts players. In this paper, we perform a study (N = 3018) in which we compare four identical versions of an action role-playing game with varying amounts of juiciness: (1) None; (2) Medium;
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Finding appropriate settings for fairness and engagement in a newly designed game through self-playing AI program: A case study using Japanese crossword game 'MyoGo Renju’ Entertain. Comput. (IF 1.341) Pub Date : 2020-02-20 Liu Xinyue, Fu Luping, Mohd Nor Akmal Khalid, Hiroyuki Iida
This paper explores an innovative way to find the comfortable settings of a newly designed game under development using a computer program. A Japanese crossword game ‘MyoGo Renju’ has been chosen as a benchmark for this research, whereas some important aspects such as fairness and engagement are evaluated to find the most optimum settings for the player. The game ‘MyoGo Renju’ can be played by Japanese
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Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform Entertain. Comput. (IF 1.341) Pub Date : 2020-02-19 Adil Khan, Muhammad Naeem, Muhammad Zubair Asghar, Aziz Ud Din, Atif Khan
Artificial Intelligence in the form of machine learning is employed in games to control non-human computer-players, agents or bots. However, most of these games such as Atari took place in 2D environments that were not fully observable to the agents. Currently, it is of extreme significance to employ such machine learning techniques and methods in 3D environments such as Doom. Therefore, In this paper
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Evaluating the user experience of omnidirectional VR walking simulators Entertain. Comput. (IF 1.341) Pub Date : 2020-02-14 Kyle Hooks, Wesley Ferguson, Pedro Morillo, Carolina Cruz-Neira
Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition
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Physioland – A serious game for physical rehabilitation of patients with neurological diseases Entertain. Comput. (IF 1.341) Pub Date : 2020-02-13 Tiago Martins, Vítor Carvalho, Filomena Soares
Objective Being aware that serious games can be an interesting and appealing tool, the objective of this paper is to present the Physioland, a serious game based on image processing techniques, developed to monitor the physical therapy practice of patients with reduced mobility as a consequence of neurological disease. Materials and Methods Several tests were performed in a clinical environment. The
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The Magic Wardrobe: The subversion of the metaphor “coming out of the closet” as an artifact of resistance and struggle in a digital game Entertain. Comput. (IF 1.341) Pub Date : 2020-02-10 Victor Hugo Da Pieve Rodrigues Valadares, Samuel de Sá Ribeiro
Maintaining certain modes of existence/action in the gaming universe seems to be directly linked to the low identity diversity in the digital game development industry. Within this context, we argue in this paper that a game is a way of representing/acting, in other words, it is a discourse in which people can act and interact in/on the world and, especially, with others. Thus, considering that game
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