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2022 ◽  
Vol 6 ◽  
Author(s):  
Fredrik Breien ◽  
Barbara Wasson

STEAM education enables the cross-curricular study of subjects based on their naturally occurring relationships through holistic and integrated methods. Narratives are enablers of STEAM learning environments, something that is evident in the exploration of narrative learning from pre-recorded history until present. Narrative Digital Game-Based Learning (DGBL) use narratives to drive the game. The extended Ludo Narrative Variable Model (the Variable Model) is a narratological model for categorization of narrative DGBL. Empirical evidence from categorizing narrative DGBL on the Variable Model shows that there is a particular set of categories that incur positive effects on engagement, motivation, and learning. This article introduces the eLuna co-design framework that builds on these categories and empowers educators to participate alongside game developers in multidisciplinary design and development of narrative DGBL. eLuna comprises 1) a four-phase co-design method, and 2) a visual language to support the co-design and co-specification of the game to a blueprint that can be implement by game developers. Idun’s Apples, a narrative DGBL co-designed, co-specified, and implemented into a prototype using eLuna, is presented to illustrate the use of the method and visual language. Arguing that narrative DGBL are vessels for STEAM learning, seven eLuna co-designed games are examined to illustrate that they support STEAM. The article concludes that narrative DGBL co-designed using the eLuna framework provide high opportunity and potential for supporting STEAM, providing educators and game developers with a STEAM co-design framework that enforces positive effects on engagement, motivation, and learning.


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2022 ◽  
Vol 14 (24) ◽  
pp. 48-69
Author(s):  
Leônidas Soares Pereira

This article aims to investigate what are the internal and external marking traits of indie games. Building up on previous efforts from other scholars, we developed a mix method research approach relying on interviews with indie game developers and a quantitative survey. Rather than trying to “re-invent the wheel” by proposing a new definition for the term, we attempt to map out what are the significant distinctive factors present in contemporary indie game from the perspective of developers and non-developers alike, while also discussing the changes of meaning it might have been subject to over time. We found that the determiningtraits of what allows one to perceive a game as indie change over time,andthat,despite thecorefact thatcreative independence remainsthe central feature of all indie games, the conditions for achieving this independence appear to be rather flexible, especially when it comes to issues of funding and publishing agreements. Additionally, our findings point to the term "indie" as being highly mutable and reliant on temporal and contextual aspects, with the qualities that divideindie fromnon-indie games being more akin to a continuum than something rigidly binary.


2022 ◽  
Author(s):  
Mohsen Jozani ◽  
Ali Balapour ◽  
Morteza Safaei Pour

2022 ◽  
pp. 1050-1069
Author(s):  
Angel Jaramillo-Alcázar ◽  
Santiago Criollo-C ◽  
Sergio Luján-Mora

Accessibility has been defined as the ability of an object to be used despite the condition or disability of a person. However, it is a feature that often has not been taken into account in the design of products or services, and the mobile serious game market is no exception. Accessibility guidelines were defined through the consolidation of different initiatives and good practices of video game developers as well as groups interested in providing accessibility to video games. Once the guidelines were defined, a method for evaluating the accessibility of mobile serious games was developed and applied in a mobile serious game. The purpose of this document is to propose an evaluation tool for those who wish to develop accessible mobile serious games for people with impairments and improve inclusive education.


Author(s):  
Siti Sendari ◽  
Agung Bella Putra Utama ◽  
Nastiti Susetyo Fanany Putri ◽  
Prasetya Widiharso ◽  
Rizki Jumadil Putra

The grouping of data can be used in the development strategy of an educational game application. The process of grouping data that initially behaved differently into several groups that now behaved more uniformly. As well as grouping the data on the difficulty level of the questions on the educational game question board. This grouping of questions is needed to get the dominant values ​​that will be the characteristics of each group of questions that exist. The clustering method is quite widely used to overcome problems related to data grouping. This clustering is a method of grouping based on the size of the proximity, the more accurate the cluster formed, the clearer the similarity of the difficulty level of the questions. Thus, educational game developers can determine the strategy for placing the existing questions more precisely. Many clustering methods can be used to group the data on this question, including K-Means and Fuzzy C-Means (FCM) which are then optimized using the Algorithm Genetics. From the results of the research conducted, optimization gives better results for clustering questions.


Author(s):  
Yanhui Su ◽  
Per Backlund ◽  
Henrik Engström

AbstractGames as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-making based on the results. This paper provides a data-driven method that uses the mobile game revenue forecast based on different time-series prediction models to drive the game publishing. We demonstrate how to use the data-driven method to guide an indie game studio to forecast revenue and then set the revenue forecast as the internal benchmark to drive game publishing. In practice, we involve a real game project from an indie game studio and provide guidance for one of their casual game projects. Then, based on the revenue forecast, we discuss how to set the revenue forecast as an internal benchmark and drive the actions for mobile game publishing. Finally, we make a conclusion on how our data-driven method can be used to drive mobile game publishing and also discuss future research work.


Author(s):  
Kin Man Chow

Gaming has long been an interest of studies in the behaviour of youngsters. In particular, game players are spending increasing amount of expenses in purchasing gaming related items. Why mobile game players would purchase virtual items for their games? The aim of this study is to examine the mediating effect of hedonic value to the relationship between peer influence and gamer’s satisfaction. Anonymous questionnaire was used to collect data through a survey website. A total of 126 valid responses were collected in the survey. Data collected were first analysed using confirmatory factor analysis, and the conceptual framework was then examined by using the structural equation modelling. Results revealed that there exists a mediating effect of hedonic value on the relationship between peer influence and gamer’s satisfaction. They provide valuable insights to game developers and marketers on how to enhance gamer’s satisfaction by peer influence through enhancement of hedonic value.


2021 ◽  
Author(s):  
◽  
Christopher Wratt

<p>In video games, audio is often a vital element in the creation of immersive gaming experiences. One set of techniques that are particularly well suited to attaining this immersion are procedural audio techniques. These techniques enable enhanced immersion through supporting close synchronisation between player and game state in ways that are difficult to achieve with other game audio techniques. While this is the case, there is a lack of GUI and script-based tools that support the use of such techniques. This thesis explores this lack, and documents the development of two new video game tools for the creation of procedurally generated audio.  The first of these tools is a Musical Instrument Digital Interface (MIDI) library that supports the playback and real-time manipulation of MIDI files in the Unity game engine. The tool achieves real-time procedural audio, yet fails to meet required levels of time accuracy and is only a partial success. The second tool developed is a plugin hosting application that enables the use of the popular audio plugin format, VST2, in the Unity game engine. The tool succeeds in achieving VST2 effect plugin loading and, at the time of the completion of this thesis, is the only tool capable of embedding such plugins into applications developed in a major game engine. This will be of significant benefit to game developers who wish to achieve a high degree of immersivity in the music and sound design in their games.</p>


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