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TIME BALANCING OF COMPUTER GAMES USING ADAPTIVE TIME-VARIANT MINIGAMES2014 March 1900 (has links)
Game designers spend a great deal of time developing balanced game experiences. However, differences in player ability, hardware capacity (e.g. network connections) or real-world elements (as in mixed-reality games), make it difficult to balance games for different players in different conditions. In this research, adaptive time-variant minigames have been introduced as a method of addressing the challenges in time balancing as a part of balancing players of games. These minigames were parameterized to allow both a guaranteed minimum play time (the minimum time to complete a minigames to address the fixed temporal constraints) and dynamic adaptability (the ability of adapting the game during the game play to address temporal variations caused by individual differences).
Three time adaptation algorithms have been introduced in this research and the interaction between adaptive algorithm, game mechanic, and game difficulty were analyzed in controlled experiments. The studies showed that there are significant effects and interactions for all three factors, confirming the initial hypothesis that these processes were important and linked to each other. Furthermore, the studies revealed that finer temporal granularity leads to less-perceptible adaptation and smaller deviations in game completion times. The results also provided evidence that adaptation mechanisms allow accurate prediction of play time. The designed minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game. It was also found that these adaptation algorithms did not interrupt the overall play experience.
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Adult Language Learning : Using Minigames to teach Vocabulary in the ESL ClassroomKosunen, Kristoffer January 2016 (has links)
Research within the field of serious games shows that games and simulations can supplement traditional learning methods in a positive way. Modern technology allows for simulations of real situations thus allowing for improved vocabulary training. This paper focusses on ESL (English as a second language training) for adult learners and looks at how a prototype set of minigames could be used to enhance learning outcomes in a specific set of vocabulary. The paper looks at a case study carried out by the researcher in Plymouth in the UK at an ESL training centre. Results from this sample showed that this method of using games is viable, however not that much of an improvement on traditional methods.
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ATTITUDE GAME : A study in the increase of bullying awareness in 9-12 years old childrenGonzález Díaz, Carlos January 2015 (has links)
This thesis analyses how an increase in bullying awareness can be produced in children aged 9-12 years old playing an iPad serious game called Attitude Game. The project is conducted in collaboration with the company IUS Innovation, where two prototypes were developed by the author of the study, one with mechanics empowering not to bully and the other with mirror mechanics empowering to bully other children. The experiment was conducted with 29 children from a sports club in Göteborg. A pre-measurement of empathy and a pre-test-post-test measurement of attitude towards bullied children were used to gather data, together with a post-interview during the experiment. Students were assigned to 3 groups, based on a random selection and previous knowledge about the game. The result of the experiment displayed that there was no statistical difference between the change in attitude towards bullied children regarding the empathy level and the prototype tested. The post-interviews displayed that all the participants understood the serious purpose of the game / <p>In case of further contact, you can also write to the private email of the author: carlosglesdiaz@gmail.com</p>
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