Multi-modal natural interaction in game design: a comparative analysis of player experience in a large scale role-playing game

2015 ◽  
Vol 9 (2) ◽  
pp. 105-119 ◽  
Author(s):  
Pedro Alves Nogueira ◽  
Luís Filipe Teófilo ◽  
Pedro Brandão Silva
Author(s):  
Darby Huk

Players sit around a table. A group of adventurers pause in their pursuit of escape. Stunned, they stare at the die that just rolled poorly, resulting in the loss of a dear friend, his throat ripped out because they could not save him. The players mourn the death of a fictional character who only ever existed within the game. Dungeons & Dragons (D&D) is a popular role-playing game illustrating the interconnectedness of drama, performance, and games. My presentation will examine this relationship, identifying factors from gameplay that suggest how performance fosters success in D&D for both actual players and fictional characters. Research into dramatic theory and game theory reveals how interdisciplinary concepts such as the “magic circle”, the “lusory attitude”, and uncertainty can apply to elements of D&D (Salen and Zimmerman, Suits, Costikyan). Data collected from in-person observation of D&D sessions, coding participants’ behaviour, and watching for instances of performance (e.g. voice change, pronoun switches, or mimetic gesture), has been combined with theoretical research to determine elements that better facilitate success in the game/campaign. These elements range from emotional situations that provoke players, to forms of invitations encouraging participation (Isbister, White). I have discovered that while in theatre performance acts as a vehicle for story, in D&D the story acts as a vehicle for performance. The in-game performance often facilitates fun between players, as well as leading them to success in the game, so a campaign that maximizes theatricality will not only result in more fun, but also more success. Works Cited Costikyan, Greg. Uncertainty in Games. MIT Press, 2013. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT Press, 2016. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. The MIT Press, 2004. Suits, Bernard Herbert. The Grasshopper: Games, Life, and Utopia. Broadview Press, 2014. White, Gareth. Audience Participation in Theatre: Aesthetics of the Invitation. Springer, 2013.


2017 ◽  
Vol 25 ◽  
Author(s):  
Lauren B. Collister

Players of the massively multiplayer online role-playing game World of Warcraft (WoW) are accustomed to a transformative culture that appropriates off-line events and personas into virtual-world representations inside of the game. Following this culture, players have transformed an off-line event—the Race for the Cure, to benefit breast cancer charities—into an online event called the Running of the Gnomes with parameters and participation properties appropriate for the virtual world. This transformative event is a disruptive form of civil disobedience including elements of hacktivism. Though the event conforms to the game's culture and rules, the mass collective action of the Running of the Gnomes disrupts the player experience by flooding the game's chat boxes with messages about an off-line concern (breast cancer) and also disrupts the game itself by crashing the server through the sheer volume of player participation. This disruption is embraced as an integral part of the event and is one of the primary causes for the event's success as a fundraising activity.


Gamification ◽  
2015 ◽  
pp. 1076-1096
Author(s):  
Kuo-Yu Liu

This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of “Introduction to Computer Science” as a study case to assess students' learning effectiveness on the subject of “computer network”. The sample was 56 freshman students, who were randomly assigned to two groups, one of which used the game-based learning and the other one the Web-based video lectures. Furthermore, this study also conducted the System Usability Scale (SUS) to measure satisfaction, usability and learnability of the developed management system for instructors. Five instructors were invited to participate in the practical use and evaluation. The results showed that game-based learning could be exploited as effective learning environments and game design system was usable and learnable for instructors to create learning games.


First Monday ◽  
2011 ◽  
Author(s):  
Jing Wang ◽  
David A. Huffaker ◽  
Jeffrey W. Treem ◽  
Lindsay Fullerton ◽  
Muhammad A. Ahmad ◽  
...  

This study is the first large–scale multi–method attempt to empirically examine the characteristics leading to development of expertise in EverQuest II, a popular massively multi–player online role–playing game (MMOs). Benefiting from the unprecedented opportunity of obtaining game log data matched with survey data, the project investigated the relationship between player motivations and in–game behavior, personality characteristics, and demographic attributes with game performance and achievement, which we refer to as game “expertise.” Players who were high on achievement motivation or social motivation had higher game expertise, while those high on immersion motivation had lower expertise. Game experts were also characterized by focusing their game time on completing tasks. Younger players showed a slim advantage over older players. Male and female players exhibited similar expertise levels in this MMO.


2020 ◽  
Vol 8 (2) ◽  
pp. 158
Author(s):  
Moch Ridho Alfikri Limandika Putra ◽  
Galang Prihadi Mahardhika ◽  
Hanson Prihantoro Putro

Problem solving adalah salah satu kemampuan untuk memecahkan sebuah masalah. Baik itu permasalahan komputasi maupun permasalahan sehari-hari. Kemampuan ini dapat memberikan penggunanya untuk menyelesaikan masalah dalam bentuk apapun. Karena pentingnya kemampuan tersebut, maka harus diterapkan sedari dini saat masih dalam usia sekolah. Kemampuan problem solving jika ditanamkan sejak dini, akan sangat membantu siswa-siswi dalam hal menyelesaikan tugas-tugas yang diberikan. Namun tidak semudah yang dibayangkan, masih banyak siswa-siswi yang kurang menaruh perhatian lebih kepada kemampuan problem solving ini. Penyebabnya tidak lain adalah teknik pengajaran yang masih dianggap membosankan, ini menyebabkan rasa malas untuk mempelajari apalagi mendalami tentang problem solving. Salah satu pendekatan yang bisa digunakan untuk melatih kemampuan ini adalah pendekatan Computational Thinking. Pada penelitian ini penulis membuat sebuah game edukasi Computational Thinking berbasis Role Playing Game. Game ini dibuat dengan menggunanakan beberapa rancangan yaitu Game Design Document dan Hierarchy plus Input Process Output. Serta metode yang digunakan adalah metode Analyze, Design, Development, Implementation, Evaluation. Dalam penelitian ini penulis mengujikan langsung kepada para murid dan mendapatkan hasil yang sangat memuaskan. Game yang dibuat dapat membuat para murid menjadi lebih termotivasi untuk belajar mengenai kemampuan problem solving. Ini berdasarkan data yang di dapat melalui pembuatan kuisioner. Metode yang digunakan dalam pembuatan kuisioner adalah skala likert. Game yang dibuat mendapatkan respon yang sangat positif dari para murid dalam berbagai aspek. Sehingga menghasilkan kesimpulan bahwa game Role Playing Game ini telah layak untuk dijadikan sebagai media untuk memotivasi para murid dalam hal mempelajari serta menanamkan kemampuan problem solving yang baik sejak dini.


2015 ◽  
Vol 13 (1) ◽  
pp. 103-123 ◽  
Author(s):  
Kuo-Yu Liu

This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of “Introduction to Computer Science” as a study case to assess students' learning effectiveness on the subject of “computer network”. The sample was 56 freshman students, who were randomly assigned to two groups, one of which used the game-based learning and the other one the Web-based video lectures. Furthermore, this study also conducted the System Usability Scale (SUS) to measure satisfaction, usability and learnability of the developed management system for instructors. Five instructors were invited to participate in the practical use and evaluation. The results showed that game-based learning could be exploited as effective learning environments and game design system was usable and learnable for instructors to create learning games.


Water ◽  
2018 ◽  
Vol 10 (11) ◽  
pp. 1704 ◽  
Author(s):  
Sharlene Gomes ◽  
Leon Hermans ◽  
Kazi Islam ◽  
Sheikh Huda ◽  
ATM Hossain ◽  
...  

Peri-urban areas in the global south are experiencing over-exploitation and contamination of water resources as a result of rapid urbanisation. These problems relate to the ineffectiveness of the underlying institutions in this dynamic, multi-actor context. Institutions need to be considered during problem solving; however, peri-urban communities have limited insight into their institutional context. This research examines the extent to which problem solving capacity can be improved through gaming-simulation methods. A game-based approach is tested in a capacity building workshop with peri-urban communities in Khulna (Bangladesh). A role-playing game designed from game theory models is used to examine local drinking water problems through an institutional lens. Workshop evaluation shows that through role-play, participants learned about strategies in drinking water supply (in both the current and future scenarios) and about the potential to address water quality issues through cooperative groundwater monitoring. Results also show improved problem understanding with regards to institutions, actor strategies, and problem-solving constraints. Participants valued the interactive medium for comparing and evaluating strategies. This paper highlights limitations in game design and its implementation, and offers ways to address this in future applications.


2019 ◽  
Vol 50 (3) ◽  
pp. 359-376 ◽  
Author(s):  
Datu Buyung Agusdinata ◽  
Heide Lukosch

Background. Designing interventions for conserving the food, energy, and water nexus at household level poses a significant challenge due to the complex interplay between human behaviors, technologies, and policies. Games show potential to increase awareness for environmental issues and influence behaviors towards more sustainable practices. Aim. By bringing together scientists and practitioners in the game design process, a transdisciplinary (TD) approach is seen as a promising way to integrate available knowledge and establish ownership of the problem and solution options. Few gaming literature, however, looked at combining the two approaches in addressing resource conservation issues. Method. We present a systematic account of the TD approach process of developing a role-playing game (RPG) - called HomeRUN (Role-play for Understanding Nexus). Results. We documented our experiences in terms of challenges as well as the benefits of the TD approach. Interacting disciplines in this process include psychology, economics, engineering, climate, sociology, and computer science. Inputs from each discipline combined with feedback from social actors that include city government, utility companies, and community members facilitated continuous improvements of the RPG design.


2015 ◽  
Vol 21 (12) ◽  
pp. 3621-3626
Author(s):  
Wei-Chung Chang ◽  
Teng-Wen Chang ◽  
Chung-Wen Hung

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