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Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
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Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)and Sara de Freitas (Coventry University, UK)
Copyright: ©2012
DOI: 10.4018/978-1-4666-0029-4
ISBN13: 9781466600294
ISBN10: 1466600292
EISBN13: 9781466600300
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DescriptionGaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
PrefaceThe International Journal of Games and Computer-Mediated Simulations ( IJGCMS) was launched in 2009 ( http://www.igi-global.com/ijgcms).
The journal is devoted to the theoretical and empirical understanding
of electronic games and computer-mediated simulations. The journal is
interdisciplinary in nature; it publishes research from fields and
disciplines that share the goal of improving the foundational knowledge
base of games and simulations. The journal publishes critical
theoretical manuscripts as well as qualitative and quantitative research
studies, meta-analyses, and methodologically-sound case studies. The
journal also includes book reviews to keep readers on the forefront of
this continuously evolving field. Occasional special issues from the
journal provide deeper investigation into areas of interest within
either gaming or simulations. This is the second book in a series
that sets out to capture the important findings and best practices of
the journal articles that were published in IJGMCS over an entire year
of publication. This is not meant to be a handbook of everything that
has been written about games and simulations. On the contrary, this tome
was created to highlight the work that has emerged through a year-long
snapshot of articles published in a leading, peer-reviewed journal. This
chapter begins with a brief background about the journal (text that is
found in our journal mission), and then provides an overview and summary
of the 19 chapters in this book. The chapter concludes with some
recommendations and goals for future research, policy, and practice. IJGCMSOne
main goal of this peer-reviewed, international journal is to promote a
deep conceptual and empirical understanding of the roles of electronic
games and computer-mediated simulations across multiple disciplines. A
second goal is to help build a significant bridge between research and
practice on electronic gaming and simulations, supporting the work of
researchers, practitioners, and policymakers. There are at five
guiding principles supporting this mission as well as the editorial
policy of IJGCMS. The first important principle is quality and rigor.
IJGCMS follows a double-blind review process to ensure anonymity and a
fair review. Research articles that are published may contain either
quantitative or qualitative data collection & analyses. However,
articles using either method must present data to support and justify
claims made within the article. Articles that simply summarize data
without presenting it or the analytical techniques used, are not
considered. Theoretical manuscripts are also published. However, these
theoretical reviews must create new knowledge by synthesizing and
critiquing past research. Simple summaries of existing literature
without thoughtful and considerate analyses are not considered. A
second important principle is the notion of IJGCMS as an
interdisciplinary journal. There are numerous fields and disciplines
that undertake research related to games and simulations. Psychology,
Education, History, Journalism, Literature, Computer Science,
Engineering, Fine Arts, and Medicine are just a few of the areas where
one could find gaming and simulation research. Unfortunately in
academia, the notion of standing on the shoulders of giants has often
meant taken a historical perspective on one’s line of research. Gaining a
historical backing is an important part of moving the field forward;
however, failing to consider parallel work in other fields is failure to
address and accept the complex natures of games and simulations. IJGCMS
publishes articles from any discipline as long as the content of the
work is related to games and simulations. Including multiple fields
helps researchers recognize their similarities as well as introducing
them to colleagues from distinctly different backgrounds. In addition
to having an interdisciplinary focus, a third principal of this journal
is its international focus. There are over 18 countries represented on
the Editorial Board of IJGCMS. There is no justifiable reason why our
research should have disciplinary OR geographical boundaries. Drawing on
work from international authors provides two interesting opportunities.
First, readers are able to see one topic from multiple perspectives.
For instance, how are researchers from various countries working on
science simulations? Second, readers are able to see variations across
countries. For instance, what are the current research topics and sets
of expertise in various countries around the world? Innovation is a
fourth principle guiding the work of IJGCMS. Gaming and simulation
researchers often create new concepts and technologies in their work.
IJGCMS is a journal where authors who create new tools and techniques go
to publish their findings; it is also a resource for readers who want
to keep up with the latest and most cutting edge technologies. Special,
focused issues with guest editors will also promote in-depth analyses at
conceptual or technological innovations (proposals for special issues
are welcomed at any time). Finally, IJGCMS is focused on
implications. Developing a strong research foundation for games and
simulations is important, but only to the extent that the research
impacts others. One of the main items reviewers are asked to consider
when reviewing for IJGCMS is: “What are the implications of this work on
other research, policy, and practice?” Each article author is asked to
include direct implications for others working in similar areas,
regardless of whether they be researchers, practitioners, or
policy-makers. Recommended topics for the journal include (but are not limited to) the following: - Cognitive, social, and emotional impact of games and simulations
- Critical reviews and meta-analyses of existing game and simulation literature
- Current and future trends, technologies, and strategies related to game, simulation development, and implementation
- Electronic games and simulations in government, business, and the workforce
- Electronic games and simulations in teaching and learning
- Frameworks to understand the societal and cultural impacts of games and simulations
- Impact of game and simulation development use on race and gender game and simulation design
- Innovative and current research methods and methodologies to study electronic games and simulations
- Psychological aspects of gaming
- Teaching of games and simulations at multiple age and grade levels
During
its second year in press, IJGCMS had two ‘regular’ or general issues
and two special issue. Some work in gaming and simulations gets
published in journals like IJGCMS. However, a tremendous amount of
cutting-edge research in this area is first presented at conferences. In
an attempt to capture these findings, IJGCMS often partners with
conferences and organizations to create special issues focused on the
leading research from the conference. The first special issue for 2010
was from the American Educational Research Association annual conference
( http://www.aera.net/), and more specifically papers that were
originally accepted to the Applied Research in Virtual Environments for
Learning Special Interest Group (ARVEL SIG; http://www.arvelsig.com/).
According to the SIG website, the goal of the group is to bring together
educators, scholars, and practitioners who are interested in research
in and on virtual environments. The second special issue was from the
annual AISB Symposium in AI and Games held in 2009 and 2010. AISB is
the Society for the Study of Artificial Intelligence and Simulation of
Behavior ( http://www.aisb.org.uk/). AI and Games are one of the specific
symposia topics under the broader umbrella of AISB. As previously
highlighted, IJGMCS prides itself on being an international journal. The
first special issue was from a major conference that happens in the
United States; the second special issue was led by our international
peers in the United Kingdom. IJGCMS’ editorial board consists of four separate groups ( http://www.igi-global.com/ijgcms). - The international advisory board consists of a panel of leading experts
from around the world. The advisory board provides insight and helpful
recommendations to the editor; they are also available for suggestions
and recommendations of future journal goals and special issues.
- IJGCMS has a panel of associate editors. Each submission goes to one
associate editor. Having a smaller number of associate editors has
provided a way to maintain consistency in reviews.
- Submissions
also then go to two editorial review board members. As such, each
submission receives three double-blind, peer reviews. The associate
editor and the editorial review board members are matched as closely as
possible based on the topic of the submission and the expertise of the
reviewer. However, the reviews are double-blind. In other words, the
authors do not know the identity of the reviewers assigned to their
paper, nor do the reviewers know the author.
- Finally, IJGCMS
publishes a book review with almost every issue. The fourth group is a
panel of co-book review editors who help select books, solicit
reviewers, and edit reviews.
Journal special issues are also
peer-reviewed. This can be done in a number of different ways. Often,
for conference special issues, submissions are reviewed once at the
submission stage, where they are accepted or rejected for presentation.
Accepted papers are then offered the chance to submit for journal
submission, where they are again reviewed either by the conference
review panel or IJGCMS’ own review board. The four issues for 2010
produced a total of 19 peer-reviewed papers. In preparing this book,
authors were given the opportunity to update their paper with new data,
new findings, or related articles since the original publication of
their paper. The purpose and goal of this book is to highlight the work
of those authors, presenting findings that will impact the field of
gaming and simulations in multiple ways. Chapter HighlightsThe
work that has been published on games and simulations in IJGCMS is
continuing to advance research, policy, and practice. In conclusion, one
could ask, what can we learn about the current state of the field from
these 19 publications? Listed below are some of the key findings from
each of these studies (by chapter number). It should be noted that
the purpose of this summary is to highlight some of the main ideas
identified in each chapter. It is not intended to take away from the
rich insights or deep conversations included in each chapter. For
instance, one of the goals of IJGCMS is to publish articles that
directly impact policy, research, and practice. Each chapter in this
book contains a rich description of the ‘so what?’ for those working in
various fields. A thorough reading of each chapter will provide such
detailed information. Chapter 1 - Toward a Theory of Game-Media Literacy: Playing and Building as Reading and Writing (Idit Harel Caperton) - Game literacy is a multidimensional combination of varied practices
(e.g., reading, writing, and calculating; textual, visual, and spatial
cognition; interactive design, programming, and engineering;
multitasking and system understanding; meaning making, storytelling,
role playing, perspective taking, and exercising judgment; etc.). (2)
- Researchers offer solid evidence that children learn important content,
perspectives, and vital 21st-century skills from playing digital games.
(3)
- In other words, while ‘systems content’ may be more or less
present and conveyed through game play, working on game creation
arguably conveys understanding of game components and game systems
through a more intimate and interdependent epistemological context...
game-playing is like “reading” and game-making is like “writing” in that
they must be introduced to learners hand-in-hand from a young age. (9)
- In a world in which the ability to imagine, represent and create, not
just consume, digital media will define citizenship, measure
productivity, and enable success, students can afford no less. (13)
Chapter
2 - Narratizing Disciplines and Disciplinizing Narratives: Games as
21st Century Curriculum (Sasha A. Barab, Melissa Gresalfi, Tyler Dodge,
& Adam Ingram-Goble) - We are primarily interested in the learner
having the experience of being in a scenario wherein applying one’s
understanding of a disciplinary concept has impact on the (virtual)
situation—a situation in which the learner has a significant role and
which is semantically revealing, thereby helping learners appreciate the
meaningfulness of the concept (its use value) for transforming
problematic situation. (20)
- Just as the storyline narratizes the
to-be-learned content, the relationship among conditions, actions, and
outcomes—the anatomy of player choices—ensures that our designed game
play involves disciplinizingthe narrative; that is, to make useful game
play decisions the player must leverage disciplinary understandings to
make meaningful play choices. (20)
- Curriculum designers might
benefit from an examination of how gaming methodologies and technologies
situatively embody the player and the to-be-learned content in rich
participation structures. (28)
- By bounding up disciplinary context
within interactive narrative contexts, we have the potential to not only
change learners’ understanding of the use value of the content and also
offer the opportunity for learners to see themselves as capable of
meaningfully applying disciplinary content. (29)
Chapter 3 -
Exploring Cognitive Load in Immersive Educational Games: The SAVE
Science Project (Brian C. Nelson, Diane Jass Ketelhut, & Catherine
Schifter) - The rich experience enabled by virtual environments
contributes to what Mayer and Clark (2007) label the “rich media
paradox.” The simultaneous presentation of multiple information sources
supported by virtual environments raises a learner’s cognitive load (the
mental effort needed to process all the visual, textual, and audio
elements) until (s)he experiences cognitive overload, with the incoming
stimuli outstripping the capacity of the learner’s memory systems to
process the information. (34)
- In the SAVE Science project, students
have an overall goal of uncovering the likely contributors to a series
of problems facing a small virtual town (sick farm animals,
weather-related crop failure, and climate-related problems with the
town’s water)... Upon analyzing final student reports, looking for
evidence of understanding of inquiry (e.g., uses data to design
hypothesis, experiment is designed to test hypothesis), reports written
by students in the River City treatment scored twice that of those
written by students in the control treatment. (33)
- We are aiming
for what we call “essential complexity” of experience—a high level of
immersion and embodiment coupled with a reduction in the sense of
complexity and associated cognitive load detrimental to completion of
assessment tasks. (38)
Chapter 4 - Multi-Modal Investigations of
Relationship Play in Virtual Worlds (Yasmin B. Kafai, Deborah Fields,
& Kristin A. Searle) - We propose a narrative approach that
rebuilds the online life of participants by condensing data points into
comprehensive accounts. We contend that this approach can reveal
particular social practices across online and offline spaces and aspects
of individual players’ participation not captured otherwise and hence
well suited for our focus on anticipatory flirting and dating. We thus
applied a new method to analyze logfile data, called qualitative logfile
analysis (Kafai & Fields, in press). We then combined the insights
gained from qualitative logfile analysis with other data sources to
create a fuller picture of anticipatory flirting and dating. (43)
- The relatively negative opinions about flirting and dating in Whyville
published in The Whyville Times contrasted with the widespread
prevalence of these activities...Newer players are more likely to try
out widespread flirting while more experienced players tend to develop a
preference for particular activities or areas of the virtual world.
(47)
Chapter 5 - A Next Gen Interface for Embodied Learning: SMALLab
and the Geological Layer Cake (David Birchfield & Mina
Johnson-Glenberg) - SMALLab is a mixed-reality environment where
students collaborate and interact with sonic and visual media using full
body movements in an open physical space... This paper presents two
experiments pertaining to SMALLab learning in the earth science domain.
(51, 53)
- Taken together, these two studies offer encouraging
evidence that next generation interfaces such as SMALLab are feasible in
a classroom context and can have a powerful impact on student learning.
(57)
- These studies are encouraging and demonstrate that
significant learning gains can be made in embodied, mixed-reality
environments above and beyond the gains expected from traditional
instruction. (59)
Chapter 6 - Wee Wii: Preschoolers and Motion-Based Game Play (J. Alison Bryant, Anna Akerman, & Jordana Drell) - There were three key objectives for this research. The first was to
understand the range of physical and cognitive abilities of preschoolers
in the context of motion-based game play...The second objective was to
understand how preschoolers interact with the Wii, specifically how they
handle the various forms of play and game mechanics offered by the
games currently on the market for this platform. The final objective was
to understand the expectations of the parents of preschoolers with
regard to these new gaming platforms and the purchase and play contexts
within which game play occurs. Our goal was to investigate these
considerations in an exploratory manner. (62)
- One of the most
critical findings is that the Wii was seen by most parents as a gaming
“equalizer” – something that everyone in the family, including the
preschoolers, could play. It was always set up in the living room as
opposed to in the childrens’ room, which was more prevalent with other
console systems, so that everyone could have access to it. (68)
- The
critical learning was that preschoolers’ movements are grossly
exaggerated compared to adult movements, due to a lack of coordination
and developing motor skills. In order to effectively create games for
them, developers would need to make sure that the “hotspots” (the areas
on the screen that would detect Wiimote movement) are sufficiently large
and less sensitive than when programmed for adults. (71)
- Because
young children are still developing their sense of spatial perception,
“persistent worlds” and graphics that require them to translate maps in
relation to “where they are” in a world were very confusing to
them...Another challenge for preschoolers is any form of multi-step or
complex game play...A final cognitive aspect of play that was
particularly evident with the Wii was the importance of personalization
for preschoolers in enjoying their game play. (73)
Chapter 7 - Decoupling Aspects in Board Game Modeling (Fulvio Frapolli, Amos Brocco, Apostolos Malatras, & Béat Hirsbrunner) - We propose an extensible and efficient framework called Flexiblerules
that aims at taking advantage of both approaches (i.e., physical and
digital), by allowing the implementation of board games in a fully
flexible and decoupled way. The Flexiblerules framework is comprised of
both a conceptual model to design board games and a set of tools,
including a domain-specific language and a dedicated compiler, to
realize the aforementioned design. (79)
- The need to establish
standard models for the design and subsequent analysis of games is
evident, as it allows for a common understanding and a shared vision
among developers and also users. (80)
- We recognize two levels of
abstraction as far as game modeling is concerned, namely logic and
representation, which provide us with an initial separation of concerns.
These concerns are modeled separately as logical and representation
layers, dealing with a low-level description of game dynamics, and the
high-level interface with the real-world (typically a graphical or
tangible representation) respectively. Thus, the game model can be
viewed as the composition of these two layers. (81)
- In this paper
we presented the Flexiblerules framework for the modeling of board
games. The proposed game model is composed of taxonomy of entities with
precise properties and behaviors. In order to simplify the
conceptualization of rules, we proposed a decoupling of the game logic
into different aspects: laws, behaviors, and side-effects. Consistent
with the goals of aspect oriented programming, we believe that such a
separation of concerns allows for a more natural way to define the logic
behind board games. (95).
Chapter 8 - Effects of Playing a History-Simulation Game: Romance of Three Kingdoms (Kwei Wang) - Researchers who study game playing are nearly certain that the more
frequently a player plays games, the more confident and the more fluent
he or she will be in gaming. (97)
- The study reveals that RTK
players exhibited higher motivation to access media pertaining to the
Three Kingdoms history than did the non-RTKplayers, that the RTK-players
were more knowledgeable about the Three Kingdoms history than were the
non-RTK players, and that many of the RTK-players were motivated to
learn about this period of history by playing RTK. (110)
- Game
designers who are interested in promoting learning motivation might
consider similar strategies to present real historical events and
geographical backgrounds of their own history to game players. (111)
Chapter 9 - The Design of Virtual Space: Lessons from Videogame Travel (Steve Guynup) - In the world of videogames, designers utilize death as the ultimate
penalty and they balance it against constructs that imply success. In a
well designed game, all task failures support the user’s overall
experience and are used to create a sense of value in the completion of
game tasks. This leads to some interesting choices in terms of design.
(122)
- It could be said that invention deals with reality, while
convention deals with realism. In virtual space, setting up a design
dynamic of realism vs. reality is appealing, but in videogames, much
like in film, realism is subordinate to narrative. (124)
- Travel,
presented in great detail, offers insight into the nature of videogames,
virtual space, and the subjects like narrative, realism, usability,
motivation, and human computer interaction. The key dynamic within this
document is the complex relationship, conflict and harmony between user
experience and task completion. (135)
- Lastly, if good interfaces
are transparent to the task, what does that mean for 3D worlds that
strive to be the opposite? The opposite of transparent is immersive, as
in the all-surrounding, always present videogame space that guides the
users actions as opposed to being the completely interface, wholly
subordinate the users wishes. Such questions are difficult to address,
but addressed they must be. (139)
Chapter 10 - Effects of Built-in
Audio versus Unrelated Background Music on Performance in an Adventure
Role-Playing Game (Siu-Lan Tan, John Baxa, & Matthew P. Spackman) - As sound design has advanced, the player has taken on an increasingly
active role with respect to video game audio. Gamers must decipher cues
in the musical score for information about the surrounding environment,
and listen for sound effects such as footsteps, which situate the player
within the virtual environment. Audio cues alert players to approaching
danger, guide them in tracking the moment-to-moment location of
enemies, and give immediate feedback on successful execution of
actions... Despite video game audio’s growing relevance in game design
and the wealth of information that it can convey, few empirical studies
have examined the role of sound on players’ performance and game
experience. (143)
- Our study compares the effects of (1) built-in
video game audio that is contingent on the player’s actions and events
on the screen (such as sounds of sword slashes, auditory warnings of
approaching enemies, and music that signals that one is entering a new
territory within the virtual environment), and (2) a musical soundtrack
that is unrelated to the player’s actions or to events unfolding in the
game (therefore referred to as Non-contingent Music). (147)
- The
findings of our study do not suggest any simple relationships between
video game audio and performance or quality of the game
experience....what emerged is a picture that is more complex and open to
individual variation than we had anticipated. (156)
- An unexpected
and striking finding of this study was that the highest performance
scores were not earned in the conditions with built-in audio, but when
playing with background music that was unrelated to the player’s actions
or events in the game. Specifically, players earned the highest means
for total performance score and most performance subscores, and needed
the fewest ‘continues’ in the Non-contingent Music condition. (157)
- Among the practical findings that emerged is the discovery that when it
comes to video game audio, ‘more is not always better’ - especially
during the initial stages of learning a new game. Further, we discovered
that gamers are not a homogeneous group but respond quite differently
to the same playing conditions at various stages of a new game. Thus,
allowing players to tailor the audio to fit their preferences and the
demands of a particular game, as well as the flexibility to modulate
these settings as they advance in a game, may lead to optimal
performance conditions and the most positive gaming experience. (160)
Chapter
11 - Measuring Student Perceptions: Designing an Evidenced Centered
Activity Model for a Serious Educational Game Development Software
(Leonard A. Annetta, Shawn Y. Holmes, Meng-Tzu Cheng, & Elizabeth
Folta) - When students create games with support by teachers in terms
of content accuracy, time allowed, and recognition of the work involved
and this technology becomes part of the school culture—students become
more engaged in the content as well as proficient producers in the
digital world. They are thereby simultaneously introduced to modeling
and design through immersion in the virtual space. (166)
- One main
focus to the teacher professional development regarding Serious
Educational Game design and infusion into the classroom was the notion
of learning becoming stealthy. That is a good game would not make
students think they were learning but rather they were simply playing in
class. (176)
- What this tells us is that there are clear components
of some of these games that met or exceeded the goals of being
educational; yet stealthy. Moreover, this informed the research team
that this was more of a training delivering issue then it was a software
issue. To this end the software is only as good as the training and
those using it for educational purposes. (176)
- This confirmed that most teachers are not gamers and thus, missed the “fun” of Serious Educational Games. (176)
Chapter
12 - Computer-Generated Three-Dimensional Training Environments: The
Simulation, User, and Problem-Based Learning (SUPL) Approach (Michael
Garrett & Mark McMahon) - The abilities of 3D gaming
technologies, in particular the game engines used to power FPS games,
have not gone unnoticed, with proponents of computer assisted learning
recognising the potential of these technologies to function as
simulation environments. This has given rise to the serious games
movement, which focuses on the application of gaming technologies and
concepts for simulation and learning purposes. (184)
- This
framework, referred to as the Simulation, User, and Problem-based
Learning (SUPL) approach, identifies a series of design factors which
guide the learning process and facilitate the transfer of knowledge
relative to user, problem-solving task, and 3D simulation environment
components. Central to all three components are the aspects of
problem-based learning which mediate the learning process. (186)
- Simulations and problem-based learning share common goals in that they
are both directed towards the application of knowledge and concepts to
new situations. Thus, problems can be provided that replicate authentic
tasks and enhance the potential for transfer inherent in problem-based
learning. (187)
Chapter 13 - Friendship, Closeness and Disclosure in Second Life (Don Heider & Adrienne L. Massanari) - Thus, avatars serve an important function within worlds like Second
Life – both as expressions of individual identities, and as agents of
copresence...So, while some level of fidelity between an individual’s
offline behavior and her avatar’s actions is likely to increase our
sense of copresence online, and possibly lead to more meaningful
relationships with other players, there is a point at which too much
realism actually detracts from an individual’s willingness to disclose
information more about themselves. (206)
- What we’re most interested
in is that fourth category of self-disclosure. In observations over
these four years we noticed a significant difference in people’s
willingness to self-disclose than in normal everyday real life
encounters, and thus, social relationships often have a different
quality in Second Life than in a non-virtual world. (208)
- Early
theory about how computers might affect communication predicted less
effective and less meaningful interaction. But we found in some cases,
just the opposite, where people in disparate locales formed close
relationships in ways that might not occur through face-to-face
interactions. (212)
- We suggest that anonymity, time compression,
lack of physical appearance, and word dependence all contribute to a
phenomenon wherein people at a rapid rate get close to other people, a
phenomenon we are calling facticius contingo. One thing is clear after
spending four years in SL that is these places continue to be important
to the people who choose to participate. They are more than places
people go to be amused or entertained. People develop social
interactions they find meaningful, compelling and gratifying. (212)
Chapter 14 - Computer Gaming Scenarios for Product Development Teams (Andrew J. Wodehouse & William J. Ion) - This paper therefore aims to develop theoretical frameworks for
improved use of information in progressive concept design approaches by
utilizing characteristics of a field where highly engaging and effective
information use are essential: computer games. (217)
- Computer
games have been shown to have a number of potential benefits for team
utilization of information during the concept design task. Three key
characteristics of computer games are increased motivation of
participants, controlled interaction during collaboration, and adding
structure to the completion of tasks. (223)
- A review of relevant
gaming literature as well as an examination of computer gaming genres
(including the testing of four titles for illustration) has revealed a
number of characteristics in motivation, interaction and structure that
are applicable to the design team. (229)
- As games developers
continue to produce virtual worlds that are visual, information-rich,
and engaging it is important that there is a shared awareness of the
activities undertaken in traditional industries where games could
potentially enhance current practices. (230)
Chapter 15 - Adaptive Interactive Narrative Model to Teach Ethics (Rania Hodhod, Daniel Kudenko, & Paul Cairns) - We argue that the development of virtues requires practicing the same
way other skills such as reading or writing do. In addition, learning
about ethical virtues is different from applying them. (235)
- Interactive narrative is an engaging learning medium that allows
collaboration of humans and computers in the creation of innovative
experiences. Interactive narrative can be seen as an engaging hook where
the player feels in control and can see his actions affecting how the
story unfolds. (236)
- Educational games area gained much attention
in the last few decades for its powerful engaging property and the
ability of these platforms to deliver learning in various domains. They
offer an advantage over traditional schooling, where connection between
perception and action that is a highly prototypical form of knowledge,
can be represented in the following form of production rules: If this is
the current situation, do these. Therefore, immersing the student in a
(simulated) environment provides a much richer experience than a
worksheet or other homework assignment could. (245)
- Different
narrative techniques provide various advantages. This paper highlights
the synergy of integrating both dynamic narrative and scripted narrative
techniques and how a student model can be used to provide an adaptive,
interactive narrative model. (245)
Chapter 16 - Bio-Affective Computer Interface for Game Interaction (Jorge Arroyo-Palacios & Daniela M. Romano) - Physiological signals offer a promising medium to interact in a natural
and intuitive way with the game environment. In addition of being
reliable, sensible and provide real time feedback, physiological signals
offer an insight into human’s physical and mental state which can be
used to enrich the game interaction. (249)
- There are two important
observations from the literature reviewed: i) Most of the emotion
recognition systems (ERS) follow an ad hoc strategy (i.e., they provide a
solution designed for a specific problem or task, non generalizable,
and which is not easily adaptable to other purposes); ii) There are very
few multi-category discrimination emotion recognition systems
implemented in real-time. All the emotion recognition systems of the
games presented in Table 1 are aimed to identify the presence or absence
of a particular emotion, or to discriminate among small sets of
opposite emotions. (250)
- Two machine learning models were trained
to recognize the physiological patterns of 4 emotions, having the best
results with a PNN with classification accuracy of 84.46% on the
training data and 78.38% when it was cross-validated. The two machine
learning models were implemented on the system for a real time
classification. Finally, a simple application that customizes the
desktop wallpaper to the emotional state of the user was developed. The
results from our study provide evidence of the feasibility of the use of
BAGI as an interface for gaming. (263)
Chapter 17 - Evaluating User
Experience of Actual and Imagined Movement in BCI Gaming (Bram van de
Laar, Boris Reuderink, Danny Plass-Oude Bos, & Dirk Heylen) - While measuring brain activity for detection of movement, whether actual
or imagined, other information can be derived from the brain as well,
such as the user’s mental and emotional state. This could be used to
make smarter applications which are more aware of the user. (267)
- Results from this study showed that differences in user experience and
in performance between actual and imagined movement in BCI gaming do
exist. Actual movement produces a more reliable signal while the user
stays more alert. On the other hand, imagined movement is more
challenging. (276)
- Because of the similarities in brain activity
between actual and imagined movement and the somewhat lacking of
intuitivity for imagined movement one might suggest using actual
movement as a training for using imagined movement. The user of the BCI
can get accustomed to using movements for communications and at the same
time trying to imagine the movement. With the acquired data from the
actual movement, the imagined movement could be classified. (278)
Chapter 18 - Towards Games for Knowledge Acquisition and Modeling (Stijn Hoppenbrouwers, Bart Schotten, & Peter Lucas) - One idea we are exploring is to look at formal knowledge modelling
activities as games (or, more modestly put, ‘game-like procedures’),
forcing ourselves to look at contextualised, operational modelling in
which human factors are inevitably included. Because the way in which we
employ games for formal knowledge modelling involves human-computer
interactions (HCI), these games-for-modelling systems can best be tested
using HCI-like evaluation methods, including existing methods
specifically aimed at game evaluation. This combination,
games-for-modelling and exploitation of HCI methods for evaluation, is,
to the best of our knowledge, new to AI. (282)
- Our observations
suggest that there is indeed a noticeable difference between players
with and without modelling experience. Despite our intentions to make
the game playable for players with little or no expertise in modelling,
most of those players found it hard to get started. It took them a while
to understand what was meant by “task”, “step”, “ingredient” and
“product”. It was somewhat of a surprise to us that people by nature do
not seem to make a sharp distinction even between actions and objects:
sometimes they confuse the name of a step with its products, or describe
substeps instead of ingredients. (295)
- A further interesting
observation is that advanced functions of the game are generally not
used. Players simply look for the easiest way to succeed in the game.
(296)
Chapter 19 - Automated Event Recognition for Football Commentary Generation (Maliang Zheng & Daniel Kudenko) - Most models of events are so complicated that they consist of many
rules, for example, ROCCO uses 8 rules to define the ball-transfer event
(Voelz et al., 1998). Thus, the generation of reliable models by hand
is rather inefficient and may even be infeasible for a large number of
more complex events. (301)
- In this paper, we present our work on
automatically generating commentary rules using inductive learning
techniques. Rather than establishing direct relationships between raw
data and all commentary concepts, most practices start by extracting
fundamental concepts from raw data (Stolarski, 2006), and organizes
concepts in a hierarchical way. In other words, the event recognition
process can be developed incrementally, and usually commences with
modelling the basic actions. Techniques for recognizing the play-byplay
events involve state machines, propositional. (313)
- rules, and
quantitative analysis. We have described an approach to ingame
commentary generation, which is based on the mapping of states to
commentary concepts. We showed that while some concepts can be produced
by hand-coded mappings, other concepts require a more sophisticated
approach. Specifically, we propose the application of inductive
learning, and the results of our case studies show the feasibility of
this approach for the integration of high-level scene analysis and
intelligent classification. (313)
Richard E. Ferdig Research Center for Educational Technology – Kent State University, USA
Sara de Freitas Coventry University, UK
Reviews and Testimonials
On the contrary, this tome was created to highlight the work that has emerged through a year-long snapshot of articles published in a leading, peer-reviewed journal. This chapter begins with a brief background about the journal (text that is found in our journal mission), and then provides an overview and summary of the 19 chapters in this book. The chapter concludes with some recommendations and goals for future research, policy, and practice.
– Richard E. Ferdig, Research Center for Educational Technology - Kent State University, USA and Sara de Freitas, Coventry University, UK
Author's/Editor's Biography
Richard Ferdig (Ed.)
Richard E. Ferdig is the Summit Professor of Learning Technologies and Professor of Instructional Technology at Kent State University. He works within the Research Center for Educational Technology and also the School of Lifespan Development and Educational Sciences. He earned his Ph.D. in Educational Psychology from Michigan State University. He has served as researcher and instructor at Michigan State University, the University of Florida, the Wyzsza Szkola Pedagogiczna (Krakow, Poland), and the Università degli studi di Modena e Reggio Emilia (Italy). At Kent State University, his research, teaching, and service focus on combining cutting-edge technologies with current pedagogic theory to create innovative learning environments. His research interests include online education, educational games and simulations, and what he labels a deeper psychology of technology. In addition to publishing and presenting nationally and internationally, Ferdig has also been funded to study the impact of emerging technologies such as K-12 Virtual Schools. Rick is the Editor-in-Chief of the International Journal of Gaming and Computer Mediated Simulations, the Associate Editor-in-Chief of the Journal of Technology and Teacher Education, and currently serves as a Consulting Editor for the Development Editorial Board of Educational Technology Research and Development and on the Review Panel of the British Journal of Educational Technology.
Sara de Freitas (Ed.)
Sara de Freitas is director of Research at the Serious Games Institute (SGI) – an international hub of excellence in the area of games, virtual worlds and interactive digital media for serious purposes, including education, health and business applications. Situated on the Technology Park at the University of Coventry, Sara leads an interdisciplinary and cross-university applied research group. Based as part of the largest commercial arm of any UK university, the SGI applied research group - with expertise in
AI and games, visualization, mixed reality, augmented reality and location aware technologies – works closely with international industrial and academic research and development partners. Sara is currently working on the Technology Strategy Board-part-funded Serious Games – Engaging Training Solutions project developing three serious games demonstrators, and Chairs the UK Lab Group.
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