scholarly journals Design methodology of analytical games for knowledge acquisition

2021 ◽  
Vol 8 (4) ◽  
pp. 3-23
Author(s):  
Francesca De Rosa ◽  
Alessandro De Gloria

Analytical games explore a problem or a domain with a research purpose. Considerable research is ongoing to investigate improvements to analytical game design, execution and exploitation. Moreover, the fast-paced technological developments in many fields, such as artificial intelligence and virtual reality, make it even more compellingto account for the advantages and limitations of these new capabilities. In game design, the use of digital means is often regarded as a mere technical factor that relates to the platform selection, facilitator support and data recording processes. In this work a shift in perspective is proposed, to move from technology-oriented design selection criteria towards a broader assessment of the design choices. In fact, the introductionof technology (i.e., automation and autonomy) will not lead to a substitution of tasks, but will intrinsically change the game environment. This work introduces a framework to provide a structured guidance on the aspects to be factored in the different design phases of an analytical game, including the potential impact of the adoption of automation and autonomy. The proposed approach is based on previous research in the fieldof simulation-based serious gaming, model-driven engineering and human factors engineering. The framework is applied to Knowledge Acquisition Analytical Games as a case study.

2020 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Ho Hoang Anh ◽  
...  

Currently, gaming is the world’s favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New Horizons (ACNH)—a real-time life-simulation game—as a unique case study of how video games can affect humans' environmental perceptions. A dataset of 584 observations from a survey of ACNH players and the Hamiltonian MCMC technique has enabled us to explore the relationship between in-game behaviors and perceptions. The findings indicate a probabilistic trend towards exploiting the in-game environment despite players' perceptions, suggesting that the simplification of commercial game design may overlook opportunities to engage players in pro-environmental activities.


2020 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Ho Hoang Anh ◽  
...  

Currently, gaming is the world’s favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New Horizons (ACNH)—a real-time life-simulation game—as a unique case study of how video games can affect humans' environmental perceptions. A dataset of 584 observations from a survey of ACNH players and the Hamiltonian MCMC technique has enabled us to explore the relationship between in-game behaviors and perceptions. The findings indicate a probabilistic trend towards exploiting the in-game environment despite players' perceptions, suggesting that the simplification of commercial game design may overlook opportunities to engage players in pro-environmental activities.


1992 ◽  
Vol 25 (3) ◽  
pp. 173-181 ◽  
Author(s):  
F. Fontes Lima ◽  
F. Alves Pereira

Technological developments and their application must follow a course that is parallel with legislation and public concerns about hazardous wastes management. This paper describes and comments the practices that have been conducted at a Brazilian Petrochemical Complex for 10 years.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2015 ◽  
Vol 68 (2) ◽  
pp. 341-345 ◽  
Author(s):  
Shutaro Takeda ◽  
Satoshi Konishi ◽  
Yasushi Yamamoto ◽  
Ryuta Kasada ◽  
Shigeki Sakurai

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