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- ArticleDecember 2024
Newsgames at 21, A Modern Storytelling Medium and Content Analysis of 101 Different Newsgames
AbstractThis research examines the many ways that newsgames provide interactive news stories through reflection on prior publications on the topic and the content analysis of 101 newsgames archived for such research. The content analysis provides ...
- editorialJanuary 2024
Global Games Education Now
Games: Research and Practice (GAMES), Volume 1, Issue 4Article No.: 26, Pages 1–2https://doi.org/10.1145/3632364The Global Games Education Now reports aim to provide direct observations about the state of games focused education and training within a global context. The goal is to collect reflections on the ever-changing state of education across the globe.
- opinionJanuary 2024
Observations and Reflections on the Gaming Landscape in South East Asia
Games: Research and Practice (GAMES), Volume 1, Issue 4Article No.: 27, Pages 1–4https://doi.org/10.1145/3632286Discussion of the Asian video game market, particularly when focused on digital gamer production, often focuses on China, Japan, and South Korea. However, communities of South East Asia based game makers are emerging. Drawing from firsthand discussion and ...
- editorialMarch 2023
Social Impact Games, a Probable Future Illuminated by Looking Back
Games: Research and Practice (GAMES), Volume 1, Issue 1Article No.: 10, Pages 1–3https://doi.org/10.1145/3583986Social Impact Games are created to address varied societal challenges. Future innovations in social impact game design are likely to come through the researchers and practitioners that not only make such games, but shape the way we design, develop, employ,...
- keynoteOctober 2021
Play as Interface
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in PlayPage 1https://doi.org/10.1145/3450337.3486934This talk outlines the propensities of play to improve human computer interaction. Drawing from his experience addressing complex problems in journalism, misinformation, education, and more the talk outlines the theories that underpin applying play as ...
- extended-abstractApril 2020
The Effect of Positive and Negative Goal Orientation and Player Embodiment in Assessment Games
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–8https://doi.org/10.1145/3334480.3375226While much research has been done on games as engaging strategies for assessment and education, little has been done to address the specific human computer interaction questions relating to the impact of player engagement in game experiences. This case ...
- extended-abstractMay 2019
Factitious: Large Scale Computer Game to Fight Fake News and Improve News Literacy
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: CS05, Pages 1–8https://doi.org/10.1145/3290607.3299046This case study describes a game designed to serve as new literacy education tool, playful polling system for research audience perceptions. The game underwent two primary designer iterations. As a result of design changes and renewed political chatter ...
- research-articleOctober 2016
A simple multi-player video game framework for experimenting and teaching cultural understanding
AcademicMindtrek '16: Proceedings of the 20th International Academic Mindtrek ConferencePages 422–425https://doi.org/10.1145/2994310.2994331We have created a game called Culture Code that allows researchers and teachers to host online games where teams have asynchronous abilities. Inspired by the game Barnga [11], which is designed to "explore factors related to communication problems in ...
- posterNovember 2015
Designing microgames for assessment: a case study in rapid prototype iteration
ACE '15: Proceedings of the 12th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 20, Pages 1–4https://doi.org/10.1145/2832932.2832969In contrast to the trend toward large scale, immersive games that aspire toward the polish and experience of conventional commercial games, the authors offer a design case study for the potential of microgames and assessment. Microgames are designed to ...
- research-articleNovember 2014
Did you see that?: in-game advertising retention in players and onlookers
ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment TechnologyArticle No.: 42, Pages 1–4https://doi.org/10.1145/2663806.2663856The effects of embedding advertising in digital games has been explored in only a few controlled studies. This research provides results of an efficacy analysis of in-game advertising within the controlled environment of a racing car game, an ...
- research-articleNovember 2014
You: a poetic game about meaning making and absence
ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment TechnologyArticle No.: 66, Pages 1–4https://doi.org/10.1145/2663806.2663811You is a game about play and the illusive pursuit of meaningful play. Each level of the game is about problem solving a space for You to meet objectives while making sense of the in-game content. Using the player character You, the player is both making ...
- short-paperApril 2014
Adapting games from literature: game verbs for player behavior
CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing SystemsPages 423–426https://doi.org/10.1145/2559206.2574775This case study outlines a methodology for adapting digital games from literature. The process maps key narrative events to human computer interactions via game verbs. Game verbs are distinct player actions that help the player accomplish their in-game ...
- short-paperApril 2013
Big huggin: a bear for affection gaming
CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing SystemsPages 2919–2922https://doi.org/10.1145/2468356.2479574Today the world of human computer interaction is an impersonal one. It is one where touch is mediated through glass and plastic. Where multi-touch means antiseptic sleek materials with little texture. Why isn't touch more personal? Why isn't touch more ...
- ArticleJune 2011
Polyglot cubed
GLS'11: Proceedings of the 7th international conference on Games + Learning + Society ConferencePages 258–259Polyglot Cubed is an educational game to facilitate listening comprehension skills for a variety of languages. The modular language learning game works interchangeably with a variety of languages. The game relies on a matching mechanic intended to ...
- ArticleJune 2011
Music box: emergent behavior
GLS'11: Proceedings of the 7th international conference on Games + Learning + Society ConferencePages 256–257Music Box is an artistic implementation of emergent behavior to create music. Music Box employs a flocking algorithm (Reynolds, 1999) to display animated notes that rise from a written score and move to create a flock-lead musical arrangement. The ...
- ArticleJune 2011
Critical gameplay: art games in instruction
GLS'11: Proceedings of the 7th international conference on Games + Learning + Society ConferencePages 252–254How do games affect the way we problem solve, socialize, or even view the world? When we shoot, do we learn to destroy obstacles instead of work around them? Does the binary world of enemies and adversaries teach us to ignore the gray in the everyday? ...
- ArticleJune 2011
Critical gameplay gone critically wrong: third world shooter
GLS'11: Proceedings of the 7th international conference on Games + Learning + Society ConferencePages 91–96This paper serves as a postmortem for the game Third World Shooter. The game was completed as part of the Critical Gameplay project. The project endeavors to analyze common game mechanics and create games that demonstrate alternate ways to play. Third ...