scholarly journals Measuring player experience on runtime dynamic difficulty scaling in an RTS game

Author(s):  
Johan Hagelback ◽  
Stefan J. Johansson
Keyword(s):  
2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


Author(s):  
Carlos Pereira Santos ◽  
Niels Cornelis Martinus Felicius van Gaans ◽  
Vassilis-Javed Khan ◽  
Panos Markopoulos
Keyword(s):  

Author(s):  
Casper Harteveld ◽  
Nithesh Javvaji ◽  
Tiago Machado ◽  
Yevgeniya V. Zastavker ◽  
Victoria Bennett ◽  
...  
Keyword(s):  

2019 ◽  
Vol 4 (1) ◽  
pp. 100-113
Author(s):  
Imanaji Hari Sayekti

Internet of Thing (IoT) dalam revolusi industri ke-4 berdampak pada kehidupan sehari-hari baik terkait produk teknologi yang dihasilkan maupun perilaku para pengguana dalam menyikapi perubahan. Lekatnya keterikatan mereka dengan smartphone merupakan bukti ketergantungan mereka terhadap teknologi saat ini. Dari fenomena inilah muncul sebuah ide untuk menggabungkan antara game dan pembelajaran, sehingga mahasiswa dapat termotivasi untuk belajar tanpa merasa terbebani. Inilah gamifikasi yang dapat menjadi salah satu solusi untuk mentransformasikan pembelajaran. Dari masalah tersebut dibuatlah penelitian untuk mengembagkan sebuah aplikasi pembelajaran bernama AMIK PGRI Kebumen Quiz yang mengimplementasikan fitur-fitur gamifikasi. Secara teknis aplikasi dikembangkan dengan metode pengembangan prototype namun secara desain pengalaman aplikasi berpedoman pada model pengembangan player experience design process.  Proses ini memungkinkan setiap versi dari aplikasi dapat ditinjau dengan pengguna untuk menghasilkan persyaratan dalam pembuatan versi berikutnya. Proses ini diulang sampai semua fungsionalitas selesai dikembangkan. Setiap siklus pengembangan memberikan pengguna kesempatan untuk memberikan umpan balik, memperbaiki persyaratan, dan kemajuan. Hasil dari pengujian didapatkan semua fungsionalitas yang terdapat di aplikasi prototype satu telah diperbaiki dan pada prototype ke-2 telah berjalan dengan baik serta bisa diterima oleh keseluruhan pengguna meskipun dengan sedikit perbaikan lagi yang akan dilakukan pada siklus pengembangan selanjutnya.


Author(s):  
Ioannis Doumanis ◽  
Serengul Smith

Mobile Guides are mobile applications that provide players with local and location-based services (LBS), such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards) alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs) that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3]), there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification of mobile guide applications using ECAs are presented. Results show that an ECA can positively affect the quality of the player’s experience, but it did not elicit better player retention of cultural narratives and navigation of routes.


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