scholarly journals Game Designers and the Ludo Mix: Constructing an Aesthetic Experience

Author(s):  
Laureline Chiapello

A ludo mix occurs when a variety of media are organized around one or several central games. While this might be an opportunity to build worlds and create new intellectual properties, it is also a marketing strategy. These two perspectives are often contradictory, and are difficult for game designers to address: how to design games in a ludo mix? Firstly, I establish a theoretical foundation, and suggest that a definition of ludo mix can encompass the game designer’s experience more explicitly by relying on the pragmatist concept of “aesthetic experience” by John Dewey. Based on this perspective, I will demonstrate how Dewey’s concepts complement the works of two major thinkers in Japanese media studies, Eiji Ōtsuka and Hiroki Azuma. Secondly, I validate the usefulness of Dewey’s concepts for game designers by employing them in a “project-grounded” research approach. This particular project involves nine students enrolled in a narrative game design class, working on the franchise Aggressive Retsuko. The results show that pragmatism is indeed a fruitful philosophical stance for game designers; ludo mixes ought to be seen as “grand experiences” instead of “grand narratives”.

2020 ◽  
Vol 9 (9) ◽  
pp. 155 ◽  
Author(s):  
Sven Ivens ◽  
Monika Oberle

Grounded in a design-based research approach, the aim of this article is to determine whether scientific evaluations help to (a) identify and fix problems in educational interventions and (b) eventually foster a more effective and positive evaluated intervention. Therefore, data from a longer-term evaluation of short digital simulation games about the European Parliament for civic education in schools were used. The data included three cycles of interventions with pre- and post-evaluations starting with the first prototype in 2015/2016 (n = 209), the second cycle in 2017/18 (n = 97), and the last one in 2019/20 (n = 222). After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. A comparison of the last and first evaluation cycle showed an overall improvement of the simulation game regarding its effectiveness in transferring EU knowledge and the participants’ general satisfaction with the simulation game. This study underlines the value of the design-based research approach for developing educational interventions and can be useful for further work on civic education measures and the implementation of digital simulation games.


2014 ◽  
Vol 687-691 ◽  
pp. 1350-1353
Author(s):  
Li Li Fu ◽  
Yong Li Liu ◽  
Li Jing Hao

Spectral clustering algorithm is a kind of clustering algorithm based on spectral graph theory. As spectral clustering has deep theoretical foundation as well as the advantage in dealing with non-convex distribution, it has received much attention in machine learning and data mining areas. The algorithm is easy to implement, and outperforms traditional clustering algorithms such as K-means algorithm. This paper aims to give some intuitions on spectral clustering. We describe different graph partition criteria, the definition of spectral clustering, and clustering steps, etc. Finally, in order to solve the disadvantage of spectral clustering, some improvements are introduced briefly.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


2016 ◽  
Vol 18 (1) ◽  
Author(s):  
Adeniji K. Adesemowo ◽  
Rossouw Von Solms ◽  
Reinhard A. Botha

Background: With the evolution of data, via information into knowledge and beyond, intangible information assets (seen as an integral part of IT assets in this article) increasingly come to fore. A contemporary issue facing organisations in the knowledge economy and beyond is how best to safeguard and derive optimum value from their evolving information assets. A well-known fact is that risk exists because there is the possibility of threats to an asset. Likewise, no assets equals no risk. Although a large body of work is addressing threat models, the nature of the assets of the knowledge economy and beyond has not been well researched.Objectives: To investigate the definition of information assets across a number of financial, risk and information technology standards, frameworks and regulations, in order to ascertain whether a coherent definition exists across the board. If there is none (or limited), then propose a workable definition that is apt for the knowledge economy and beyond.Method: Qualitative thematic content analysis and a comparative study based on four main themes (Assets, Types of Asset, Information, and Information Assets). This then serves as a basis for argumentation schemes that lead to a proposed re-definition. The qualitative research approach assists us to address the concern of the incoherent definition of information and information assets across the board.Results: Contrary to expectations, the research study found the current definition to be incoherent. When the asset to be controlled is not properly defined and understood, it stands the risk of not being identified properly. This implies that the effectiveness, efficiency, reliability of internal control, and compliance with the applicable legislation and regulations would not be appropriate. This article highlights the need for a fundamental shift in how information assets (valuable, but unvalued organisational intangible assets) are being viewed and treated, especially with regard to information risk and internal controls.Conclusion: This article has identified a major defect in most standards, frameworks, and regulations dealing with regard to the safeguarding and management of information assets (and IT assets). It has established from the review carried out that information assets have not been properly defined across the board. Beyond this significant finding, it was further shown that the principle of risk (assessment) across the board requires the identification of the asset that needs to be controlled. A starting point, then, is a coherent definition (as proposed) for the information asset in itself. Therefore, proper definition across the board might assists in proper identification that could result in appropriate control and graceful handling of the end-of-life disposal.Keywords: infonomics; information asset; information risk; internal control; reputation loss


2021 ◽  
Vol 7 (1) ◽  
pp. 439
Author(s):  
Lailatul Jannah ◽  
Mega Tri Herawati ◽  
Istiana Rachmawati

Bengkok land is village property in the form of village land. This bent land is widely known as village treasury land or village property. The definition of bent land itself is not explicitly regulated in statutory regulations. The definition of crooked land is implicitly regulated by statutory regulations. Based on the explanation of Article 72 of Law Number 6 of 2014 concerning Villages (hereinafter referred to as the Village Law), it is stated that bent land is the result of business. The provisions in Law Number 6 of 2014 concerning Villages indicate that Village Treasury Land or village assets which include bent land are certified in the name of the Village Government. In addition, the Regulation of the Minister of Home Affairs of the Republic of Indonesia Number 1 of 2016 concerning Village Asset Management, regulates the same thing as Law Number 6 of 2014 concerning Villages. This research approach uses a statutory approach (statute approach) and a conceptual approach (conceptual approach). Based on the research results, which crooked land that is starting to lose its existence is certified in the name of the Village Government


Jurnal Office ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 103
Author(s):  
Aidil Amin Effendy

Innovative and creative marketing strategies must always be carried out so that the company does not experience a loss in sales so that if it is unable to compete with other companies. The purpose of this study was to determine the implementation of the marketing strategy of PT. Karya Tunggal Properti Pamulang Tangerang Selatan and know the implementation of the marketing strategy of PT. Karya Tunggal Properti Pamulang, Tangerang Selatan to increase sales. In this study, the research approach used is to use qualitative methods. Qualitative research is aimed at gaining a deep understanding of the situation at hand. In this study, data collection techniques used in qualitative methods are interviews, observation, and documentation. The research results obtained, namely in general property products managed by PT. Karya Tunggal Properti experienced sales growth from year to year, but the target of the company has not been achieved. The unit sales data obtained are a total of 20 housing units sold from 2017 totaling 8 units and in 2018 totaling 12 units, while the target given by the company is 36 units so that the realization of the percentage obtained only reaches 22.22% and 33.33 %, but sales from 2017 to 2018 increased by 11.11%. The success of increasing sales of PT. Karya Tunggal Properti for 1 year was obtained from the implementation of marketing strategies, including product strategy, price, promotion, and place.


2021 ◽  
Author(s):  

Change is at the heart of the definition of fashion, as many theorists, designers and cultural analysts have shown. This article takes up this perspective to question the role of fashion design in the 21st century in the relation to cultural, media and technological changes. Adopting a field research approach, the paper analyses the interaction between fashion, designers and digital technologies that are emerging in Italy in order to re-grasp Made in Italy in a futuring perspective. The case studies were selected for their relevance to the digital in terms of design, production, and display. The paper analyses that the pandemic crisis is having on the Made in Italy, stimulating new ways of designing, understanding, producing, and consuming fashion.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


Author(s):  
Alma Schaafstal ◽  
Raegan M. Hoeft ◽  
Martin van Schaik

The process of training teams increasingly occurs in synthetic environments. However, it is often still modeled after live team training, including the disadvantages of live training, for example, the fact that all teammates must be available. This paper explores overcoming the disadvantages of human teammates in training teams in synthetic environments, while keeping the advantages of learning in a collaborative and cooperative fashion. Simulated teammates are a promising alternative because they are always available, may be modeled after experienced training personnel, and may be more cost effective in the long run. This paper details a research approach towards the definition of requirements for simulated teammates. In our approach, we carry out a set of experiments using confederates as simulated teammates, in a well-controlled simulation of a military command-and-control task The results of a first experiment show slightly better teamwork skills for those teams trained with simulated teammates.


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