The study examined the effects of character voice-over on player engagement in digital role-playing games. Players were randomly assigned to play a role-playing game module either with or without non-player character voice-overs. Players who experienced voice-overs reported significantly higher engagement levels on a questionnaire compared to those without voice-overs. The findings suggest that audio elements like character voice-overs can enhance player engagement in digital role-playing games.
Player Classification in Games via Game AnalyticsAnders Drachen
We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The method can be applied directly in other games. For more info see: http://andersdrachen.files.wordpress.com/2011/01/tombraider_modeling_ieeecig.pdf
Dreaming about movies and tv & other media associations to various individual...jgackenb
Gackenbach, J.I. (2018, June). Dreaming about Movies and TV Associations to Various Individual Difference Variables. Paper presented at the International Association for the Study of Dreams, Phoenix, AZ.
Emerging implications of virtual reality video game play on dreamsjgackenb
Gackenbach, J.I., Rai, N. & Wagner, B. (2019, June). Emerging Implications of Virtual Reality Video Game Play on Dreams. Paper presented at the International Association for the Study of Dreams, Kerkrade, The Netherlands.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Empowering Conversational Agents with Situated Natural Language Communication...Alessandro Suglia
Since the early days of Artificial Intelligence, designing an agent able to interact with humans was considered a remarkable goal, aiming to replicate human cognitive capabilities in computer. In this work, we outline the main topics of a prospective PhD project whose aim is to exploit Deep Reinforcement Learning techniques to learn to interact with users in Natural Language conversations.
Player Classification in Games via Game AnalyticsAnders Drachen
We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The method can be applied directly in other games. For more info see: http://andersdrachen.files.wordpress.com/2011/01/tombraider_modeling_ieeecig.pdf
Dreaming about movies and tv & other media associations to various individual...jgackenb
Gackenbach, J.I. (2018, June). Dreaming about Movies and TV Associations to Various Individual Difference Variables. Paper presented at the International Association for the Study of Dreams, Phoenix, AZ.
Emerging implications of virtual reality video game play on dreamsjgackenb
Gackenbach, J.I., Rai, N. & Wagner, B. (2019, June). Emerging Implications of Virtual Reality Video Game Play on Dreams. Paper presented at the International Association for the Study of Dreams, Kerkrade, The Netherlands.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Empowering Conversational Agents with Situated Natural Language Communication...Alessandro Suglia
Since the early days of Artificial Intelligence, designing an agent able to interact with humans was considered a remarkable goal, aiming to replicate human cognitive capabilities in computer. In this work, we outline the main topics of a prospective PhD project whose aim is to exploit Deep Reinforcement Learning techniques to learn to interact with users in Natural Language conversations.
Datasheet Fluke 113. Hubungi PT. Siwali Swantika 021-45850618PT. Siwali Swantika
Datasheet Fluke Utility Multimeter. Informasi lebih detail hubungi PT. Siwali Swantika, Jakarta Office : 021-45850618 atau Surabaya Office : 031-8421264
Materi yang saya berikan di Pelatihan Entrepreneurship ICT- I2TY DITJEN APTIKA KEMKOMINFO yang diadakan pada tanggal Senin 29 Oktober 2012 di Hotel Jayakarta. Diikuti semua tenant dari I2TY
Slide ini dibuat oleh Bapak Fidelis Waruwu.
https://groups.google.com/forum/#!topic/bn-indonesia/3UJr1SrFj8c
Dear All,
Beberapa hari ini dari berbagai milis saya mendapat kiriman artikel tentang "manfaat antri" yang setelah saya baca, saya sadar manfaatnya sungguh baik. Untuk keperluan pertemuan, saya membuat file presentasi tentang "refleksi manfaat kegiatan antri tersebut." -- dalam salah satu seminar, seorang orang tua setelah selesai pertemuan mengatakan kepada saya, "file itu sungguh menginspirasi saya. Ternyata kita bisa menanamkan karakter melalui hal-hal yang kecil." Menyadari hal itu saya kirimkan untuk saudara-saudari siapa tahu bisa diputarkan di pertemuan guru atau pertemuan orang tua. Mungkin bisa menginspirasi orang lain. Mintalah pendapat mereka, dan mungkin mereka juga bisa menemukan bahwa kita dapat melakukan sesuatu, sekalipun hal-hal kecil.
Salam budaya nilai
Fidelis
NB: Kalau file ini menurut Anda bermanfaat, silahkan share kepada rekan-rekan. Kita menyebarkan kebaikan - demi membangun karakter bangsa.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
The collected presentations from the Gamification Workshop held on May 7, 2011 at CHI 2011 in Navcouver, BC. More at http://gamification-research.org/chi2011.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Datasheet Fluke 113. Hubungi PT. Siwali Swantika 021-45850618PT. Siwali Swantika
Datasheet Fluke Utility Multimeter. Informasi lebih detail hubungi PT. Siwali Swantika, Jakarta Office : 021-45850618 atau Surabaya Office : 031-8421264
Materi yang saya berikan di Pelatihan Entrepreneurship ICT- I2TY DITJEN APTIKA KEMKOMINFO yang diadakan pada tanggal Senin 29 Oktober 2012 di Hotel Jayakarta. Diikuti semua tenant dari I2TY
Slide ini dibuat oleh Bapak Fidelis Waruwu.
https://groups.google.com/forum/#!topic/bn-indonesia/3UJr1SrFj8c
Dear All,
Beberapa hari ini dari berbagai milis saya mendapat kiriman artikel tentang "manfaat antri" yang setelah saya baca, saya sadar manfaatnya sungguh baik. Untuk keperluan pertemuan, saya membuat file presentasi tentang "refleksi manfaat kegiatan antri tersebut." -- dalam salah satu seminar, seorang orang tua setelah selesai pertemuan mengatakan kepada saya, "file itu sungguh menginspirasi saya. Ternyata kita bisa menanamkan karakter melalui hal-hal yang kecil." Menyadari hal itu saya kirimkan untuk saudara-saudari siapa tahu bisa diputarkan di pertemuan guru atau pertemuan orang tua. Mungkin bisa menginspirasi orang lain. Mintalah pendapat mereka, dan mungkin mereka juga bisa menemukan bahwa kita dapat melakukan sesuatu, sekalipun hal-hal kecil.
Salam budaya nilai
Fidelis
NB: Kalau file ini menurut Anda bermanfaat, silahkan share kepada rekan-rekan. Kita menyebarkan kebaikan - demi membangun karakter bangsa.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
The collected presentations from the Gamification Workshop held on May 7, 2011 at CHI 2011 in Navcouver, BC. More at http://gamification-research.org/chi2011.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
What Research Tells Us about 3D Avatars, Storytelling & Serious Games for Learning
This decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors. We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational? This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can be applied in a real-life online learning situation. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
Gamification: from hype to hope in the online experiencecsfaust
Introduction to gamification presented in February at PodCamp Toronto 2012.
Most of the content I presented is actually in my speaker notes, not my slides. They're available at Storify: http://sfy.co/cmx
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
1. Effects of Character Voice-over on Players’ Engagement
in a Digital Role-Playing Game Environment
JaeHwan Byun
Virtual Environment Laboratory
Southern Illinois University Carbondale
4. Background of the Study
Gap in Gaming Device (Computer)
literature role-playing, narrative arcs,
challenges, fantasy, interactive
choices, characters in games,
curiosity, clear goals, appropriate
feedback, playfulness,
implementing elements of mystery
6. Purpose of the study
To determine whether or not the voice-over of
Non-Playing Characters in digital games has any
effect on players’ engagement
7. Research Question
What is the effect of non-player characters’
voice-over on player engagement during digital
game play?
8. Experimental Design
Randomized control-group posttest only design
Before treatment Treatment After treatment
VO group DS Voice-over GEQ
NVO Group DS Non Voice-over GEQ
Independent Variable: NPCs’ voice-over
Dependent Variable: Participants’ level of engagement
9. Research Subjects
• Between 18 and 25 years old
• Undergraduate students who spoke English as
their first language
• No prior gaming experience with “Neverwinter
Nights 2”
• No hearing and reading difficulties
10. Material (Research Game Mod)
• Modified game from NWN 2 tutorial module
• About 12 minutes long
• Cinematic style conversation with NPCs
13. Experimental Environment
• Two technically identical laptops in a room
– One for VO group, One for NVO group
• Headphones
14. Instruments
• Demographic Questionnaire
– To collect background information about the
participants
• Game Engagement Questionnaire
– To measure participants’ engagement level
– Modified from Brockmyer, Fox, Curtiss, McBroom,
Burkhart & Pidruzny (2009)
– Total 11 items
20. Results (Hypothesis Testing)
t-test for Equality of Means
t df Sig. Mean difference Std. Error difference
2.45 72 .02 3.08 1.26
• Null hypothesis was rejected at the alpha level of .05
• Effect size, Cohen's (1998) d, was .58.
21. Results (Finding)
Players are significantly more engaged in a
digital RPG environment when playing RPG with
NPCs’ voice-over than when playing RPG
without NPCs’ voice-over.
22. Conclusion (Discussion)
• Aural components of digital games can be
important factors affecting player engagement.
• Audio stimuli should be included as a design factor
engaging game players.
23. Conclusion (Implications)
• For educational (and serious) game developers and
game modders
• For educational practitioners who are involved
in educational multimedia development
• Teachers (Trainers) who are selecting digital games
for educational purpose
24. Conclusion (Recommendations)
• Testing the validity of the GEQ for RPG
• Replicating this study with different groups of
participants
• Improving the fidelity of the experimental
conditions
• Investigating the people who read dialog faster than
they listen to voice-over