Promoting Elderly-Children Interaction in Digital Games: A Preliminary Set of Design Guidelines

Author(s):  
Ana I. Grimaldo ◽  
Alberto L. Morán ◽  
Eduardo Calvillo Gamez ◽  
Paul Cairns ◽  
Ramón R. Palacio ◽  
...  
Author(s):  
Paul Pivec ◽  
Maja Pivec

Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. The constructivist design required for successful Game-Based Learning is discussed in this chapter and the model of recursive learning is discussed suggesting how Game-Based Learning (GBL) and how to maximize its affect. This chapter defines “Gameplay” and tables the perceptions of both players and teachers in the area of abilities learnt from playing digital games. Resources for implementing GBL are highlighted and the need for these is discussed. We conclude this chapter with design guidelines that will ensure effective learning outcomes are attained and suggest why these steps are necessary.


Author(s):  
Samantha Stahlke ◽  
James Robb ◽  
Pejman Mirza-Babaei

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.


2011 ◽  
Vol 1 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Paul Pivec ◽  
Maja Pivec

Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. The constructivist design required for successful Game-Based Learning is discussed in this chapter and the model of recursive learning is discussed suggesting how Game-Based Learning (GBL) and how to maximize its affect. This chapter defines “Gameplay” and tables the perceptions of both players and teachers in the area of abilities learnt from playing digital games. Resources for implementing GBL are highlighted and the need for these is discussed. We conclude this chapter with design guidelines that will ensure effective learning outcomes are attained and suggest why these steps are necessary.


2021 ◽  
Author(s):  
Joelle-Denise Lux ◽  
André Czauderna ◽  
Emmanuel Guardiola ◽  
Alexandra Budke

Designers of digital entertainment games and designers of games for education can learn from each other when it comes to gameplay mechanics, content and mediation techniques that enable a fun and at the same time educational experience for players. The following design guidelines bring together the perspectives of entertainment game industry and educators. Based on a range of studies, they present 11 recommendations to facilitate the design of games on complex social and socio-ecological issues such as climate change, migration, city development and resource conflicts – suitable for any designer who wants to provide an enriching game experience.


Author(s):  
Samantha Stahlke ◽  
James Robb ◽  
Pejman Mirza-Babaei

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


PCI Journal ◽  
2020 ◽  
Vol 65 (6) ◽  
pp. 35-61
Author(s):  
Chungwook Sim ◽  
Maher Tadros ◽  
David Gee ◽  
Micheal Asaad

Ultra-high-performance concrete (UHPC) is a special concrete mixture with outstanding mechanical and durability characteristics. It is a mixture of portland cement, supplementary cementitious materials, sand, and high-strength, high-aspect-ratio microfibers. In this paper, the authors propose flexural design guidelines for precast, prestressed concrete members made with concrete mixtures developed by precasters to meet minimum specific characteristics qualifying it to be called PCI-UHPC. Minimum specified cylinder strength is 10 ksi (69 MPa) at prestress release and 18 ksi (124 MPa) at the time the member is placed in service, typically 28 days. Minimum flexural cracking and tensile strengths of 1.5 and 2 ksi (10 and 14 MPa), respectively, according to ASTM C1609 testing specifications are required. In addition, strain-hardening and ductility requirements are specified. Tensile properties are shown to be more important for structural optimization than cylinder strength. Both building and bridge products are considered because the paper is focused on capacity rather than demand. Both service limit state and strength limit state are covered. When the contribution of fibers to capacity should be included and when they may be ignored is shown. It is further shown that the traditional equivalent rectangular stress block in compression can still be used to produce satisfactory results in prestressed concrete members. A spreadsheet workbook is offered online as a design tool. It is valid for multilayers of concrete of different strengths, rows of reinforcing bars of different grades, and prestressing strands. It produces moment-curvature diagrams and flexural capacity at ultimate strain. A fully worked-out example of a 250 ft (76.2 m) span decked I-beam of optimized shape is given.


PCI Journal ◽  
2014 ◽  
Vol 59 (3) ◽  
pp. 43-59 ◽  
Author(s):  
Brian J. Smith ◽  
Yahya C. Kurama

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