Computer Game Research Papers - Academia.edu (original) (raw)

In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final... more

In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final product is very low compared to a professional 3D visualization/animation program. The idea to use this potential for other purposes than gaming seems obvious. This work gives a review on three Serious Gamingprojects, analyzes the encountered problems in a greater context and reflects the pros and cons of using game engines for scientific applications in general.

As a famous game in the domain of game theory, both pervasive empirical studies as well as intensive theoretical analysis have been conducted and performed worldwide to research different public goods game scenarios. At the same time,... more

As a famous game in the domain of game theory, both pervasive empirical studies as well as intensive theoretical analysis have been conducted and performed worldwide to research different public goods game scenarios. At the same time, computer game simulators are utilized widely for better research of game theory by providing easy but powerful visualization and statistics functionalities. However, although solutions of public goods game have been widely discussed with empirical studies or theoretical approaches, no computational and automatic simulation approaches has been adopted. For this reason, we have implemented a computer simulator with reinforcement learning agents module for public goods game, and we have utilized this simulator to further study the characteristics of public goods game. Furthermore, in this article, we have also presented a bunch of interesting experimental results with respect to the strategies that agents used and the profits they earned.

This paper reviews many of the observed characteristics and study habits of first-year students in Iowa State University's electrical engineering programme (Ames, Iowa, USA). The studying and problem-solving practices of the students... more

This paper reviews many of the observed characteristics and study habits of first-year students in Iowa State University's electrical engineering programme (Ames, Iowa, USA). The studying and problem-solving practices of the students are discussed to identify ...

The new generation of learners in today's schools is accustomed to a digital world. The students are surrounded by visual stimuli and are becoming proficient in areas not on the test! Their new ways of learning offer challenges to... more

The new generation of learners in today's schools is accustomed to a digital world. The students are surrounded by visual stimuli and are becoming proficient in areas not on the test! Their new ways of learning offer challenges to traditional teaching methods, and opportunities for creative use of their new skills and interests. In this minisymposium we will give a brief overview of digital game-based learning, its philosophical and practical origins, values of play for general educational development as well as for science learning, and ways to approach the objectives of science education through use of games for teaching and learning. Values and types of educational games will be discussed, as well as general guidelines for development. Several Cyprus teachers have developed classroom learning games using computer technology. This paper culminates with their descriptions of how they constructed the learning devices for lessons on endangered species and introduced species.

The Interactive Media Laboratory at Dartmouth Medical School produces computer games and multimedia programs for public health preparedness. With Department of Homeland Security funding, the IML is developing the Virtual Terrorism... more

The Interactive Media Laboratory at Dartmouth Medical School produces computer games and multimedia programs for public health preparedness. With Department of Homeland Security funding, the IML is developing the Virtual Terrorism Response Academy, which uses game technology to prepare first responders for rescue efforts in which hazardous materials may be involved. This paper looks at the history of the "Virtual

Competitive computer gaming or eSports is a phenomenon that has become a fundamental element in today's digital youth culture. So far very little effort has been made to study eSports in particular with respect to its potentials to... more

Competitive computer gaming or eSports is a phenomenon that has become a fundamental element in today's digital youth culture. So far very little effort has been made to study eSports in particular with respect to its potentials to positively influence research developments in other areas. This paper therefore tries to lay a foundation for a proper academic treatment of eSports. It presents a short overview on the history of eSports, provides a definition that is suitable for academic studies on eSports related issues and discusses first approaches to this topic that might lead to results that are applicable to problems in seemingly unrelated fields such as strategic decision making or management training.