game design
Recently Published Documents


TOTAL DOCUMENTS

2352
(FIVE YEARS 876)

H-INDEX

42
(FIVE YEARS 6)

2022 ◽  
Vol 32 (1) ◽  
pp. 1-33
Author(s):  
Jinghui Zhong ◽  
Dongrui Li ◽  
Zhixing Huang ◽  
Chengyu Lu ◽  
Wentong Cai

Data-driven crowd modeling has now become a popular and effective approach for generating realistic crowd simulation and has been applied to a range of applications, such as anomaly detection and game design. In the past decades, a number of data-driven crowd modeling techniques have been proposed, providing many options for people to generate virtual crowd simulation. This article provides a comprehensive survey of these state-of-the-art data-driven modeling techniques. We first describe the commonly used datasets for crowd modeling. Then, we categorize and discuss the state-of-the-art data-driven crowd modeling methods. After that, data-driven crowd model validation techniques are discussed. Finally, six promising future research topics of data-driven crowd modeling are discussed.


2022 ◽  
Author(s):  
Geoffrey Engelstein ◽  
Isaac Shalev
Keyword(s):  

2022 ◽  
pp. 137-165
Author(s):  
Umit Basaran

Advances in digital marketing technologies and the experience and value they provide to consumers have become important factors in market success. Therefore, businesses are focusing much more on the use of innovative technologies such as gamification. Gamification is the use of game design elements and mechanisms in non-game environments to increase the motivation of users to guide their behavior. Gamification elements used in marketing activities have an impact on the attitudes and behaviors of consumers towards brands, products, and services by increasing experience and value for them. Accordingly, this chapter is aimed at evaluating the gamified marketing activities from the perspective of customer value. In this context, the concepts of customer value and gamification are examined, and gamification techniques used in marketing and their effects on consumer value are evaluated. Also, the case study of Starbucks' gamified mobile application is presented from the perspective of customer value.


Author(s):  
Denise M. Bressler ◽  
Leonard A. Annetta ◽  
Alexis Dunekack ◽  
Richard L. Lamb ◽  
David B. Vallett
Keyword(s):  

Heliyon ◽  
2022 ◽  
pp. e08773
Author(s):  
Nurlieda Ellyanna Munirrah Razali ◽  
Ratna Zuarni Ramli ◽  
Hazura Mohamed ◽  
Nor Azan Mat Zin ◽  
Fadhilah Rosdi ◽  
...  

2022 ◽  
pp. 235-261
Author(s):  
Robert Herne ◽  
Mohd Fairuz Shiratuddin ◽  
Shri Rai ◽  
David Blacker

Stroke is a debilitating condition that impairs one's ability to live independently while also greatly decreasing one's quality of life. For these reasons, stroke rehabilitation is important. Engagement is a crucial part of rehabilitation, increasing a stroke survivor's recovery rate and the positive outcomes of their rehabilitation. For this reason, virtual reality (VR) has been widely used to gamify stroke rehabilitation to support engagement. Given that VR and the serious games that form its basis may not necessarily be engaging in themselves, ensuring that their design is engaging is important. This chapter discusses 39 principles that may be useful for engaging stroke survivors with VR-based rehabilitation post-stroke. This chapter then discusses a subset of the game design principles that are likely to engage stroke survivors with VR designed for upper limb rehabilitation post-stroke.


2022 ◽  
pp. 471-487
Author(s):  
Melissa N Callaghan ◽  
Stephanie M. Reich

Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design - including visuals, feedback, scaffolding challenge, rewards, and physical interactions to how young children learn. Preschoolers' interests and abilities (e.g., limited attention-span, early reading skills, etc.) are different than older users. As such, developmental science should be used to guide the design of educational games from aesthetic decisions that capture preschoolers' initial interest (e.g., meaningful characters) to carefully select end-of-game rewards (e.g., leveling up). This article connects learning and developmental science research to the design of digital educational games, offering insights into how best to design games for young users and how to select developmentally appropriate games for children.


2022 ◽  
pp. 385-409
Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2022 ◽  
pp. 1-23
Author(s):  
Demos Parapanos ◽  
Eleni (Elina) Michopoulou

Gamification is recognized as the next big thing in marketing by using game design elements in a non-game context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences.


Sign in / Sign up

Export Citation Format

Share Document