Gameplay Experience Research Papers - Academia.edu (original) (raw)

2025

First-person shooter (FPS) games are a genre in which players immerse themselves in a virtual world from a first-person perspective and compete against others. While both mouse and gamepad are commonly used as input devices in FPS games,... more

First-person shooter (FPS) games are a genre in which players immerse themselves in a virtual world from a first-person perspective and compete against others. While both mouse and gamepad are commonly used as input devices in FPS games, the analog stick on gamepads provides velocity-based control, making precise adjustments more difficult compared to the position-based input of a mouse. To address this, gamepads often incorporate assist functions such as aim assist, but the degree of such assists is a subject of debate from the perspectives of user experience (UX) and difficulty balancing. This study compares three alternative input methods for gamepad viewpoint control-gamepad, touchpad, and trackball-with the aim of achieving intuitive operation without sacrificing portability. The three devices are evaluated in terms of usability scores and perceived ease of use. Based on the findings, we propose guidelines for improving the UX of gamepads. The results of this research are expected to provide a foundation for enhancing the UX of conventional gamepads and offering a more comfortable gaming experience to a wider range of players.

2025

Modern eye tracking technology allows an observer's gaze to be determined in realtime by measuring their eye movements. Recent studies have examined the viability of using gaze data as a means of controlling computer games. This paper... more

Modern eye tracking technology allows an observer's gaze to be determined in realtime by measuring their eye movements. Recent studies have examined the viability of using gaze data as a means of controlling computer games. This paper investigates the combination of gaze and voice recognition as a means of hands-free interaction in 3D virtual environments. A novel game evaluation framework is implemented controllable by input from gaze and voice as well as mouse and keyboard. This framework is evaluated both using quantitative measures and subjective responses from participant user trials. This is the first evaluation study performed comparing gaze and voice against mouse and keyboard input. The main result indicates that, although game performance was significantly worse, participants reported a higher level of immersion when playing using gaze and voice.

2025, Translation and Interpreting Research

This study explores video game localization as a rapidly expanding field with significant potential in Iran's market, focusing on Zula, the Persian localized version of the video game Counter-Strike: Global Offensive (CS:GO). The... more

This study explores video game localization as a rapidly expanding field with significant potential in Iran's market, focusing on Zula, the Persian localized version of the video game Counter-Strike: Global Offensive (CS:GO). The comparison examines various aspects of the games, including loading pages, user interface, settings, game modes, gameplay mechanics, announcements and voices, character adaptation, maps and weapons, monetization strategies, resource systems, items and accessories, as well as bugs. The findings demonstrate that Zula effectively integrates Iranian cultural values through features such as localized maps, Persian-language text, and culturally neutralized characters, fostering a sense of national identity and enhancing the overall user experience. However, the study also identifies shortcomings in the localization process, particularly regarding writing direction and translation inconsistencies, emphasizing the need for improvements in translation practices.

2025, Journal of Economy and Technology

This is a PDF file of an article that has undergone enhancements after acceptance, such as the addition of a cover page and metadata, and formatting for readability, but it is not yet the definitive version of record. This version will... more

This is a PDF file of an article that has undergone enhancements after acceptance, such as the addition of a cover page and metadata, and formatting for readability, but it is not yet the definitive version of record. This version will undergo additional copyediting, typesetting and review before it is published in its final form, but we are providing this version to give early visibility of the article. Please note that, during the production process, errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain.

2025, Prisma. com

KNAW Narcis. Back to search results. Publication The future of distributed gaming : technical advantages and... (2010) Open access. Pagina-navigatie: Main. ...

2025, Editora VirtualBooks

“Só há ser se houver angústia”. O ser pode “ser” no “sendo”, mas o autêntico ser, existencialmente falando, só é “ser” na angústia. Esta é a tese central deste livro. Deste modo, apresentamos uma ideia primordial acerca do tema da... more

“Só há ser se houver angústia”. O ser pode “ser” no “sendo”, mas o autêntico ser, existencialmente falando, só é “ser” na angústia. Esta é a tese central deste livro. Deste modo, apresentamos uma ideia primordial acerca do tema da angústia a qual é refletida na existência de nós mesmos. Assim, defendemos o seguinte: “somente o ser que se angustia verdadeiramente pode atingir planos supramundanos”. Para desenvolver este pensamento, nos servimos teoricamente, sobretudo, da filosofia heideggeriana e da filosofia kierkegaardiana. O tom de nossas palavras aqui escritas tem um aspecto finamente imaterial; é porque diante do tema deste livro (a angústia metafísica existencial), todo o tecido de nossa escrita tenta expressar o mais simples possível o fundamento de nosso livro - a saber - a imaterialidade do ser angustiado.

2025

This paper analyzes key aspects of the gaming industry, focusing on the intersection of game development research, localization, and production. By examining guest lectures from Henrik Engström, Marcus Toftedahl, and Vigfus Omarsson, this... more

This paper analyzes key aspects of the gaming industry, focusing on the intersection of game development research, localization, and production. By examining guest lectures from Henrik Engström, Marcus Toftedahl, and Vigfus Omarsson, this research highlights the divide between academic frameworks and the iterative nature of the gaming industry, the importance of cultural adaptation in game localization, and the operational challenges of live service games. Engström’s insights reveal the gap between academia and industry, with the latter thriving on rapid prototyping and real-time feedback, while academia adheres to more rigid structures. Toftedahl emphasizes the need for early and thorough localization to enhance the global appeal of games, advocating for cultural adaptation over mere translation. Omarsson discusses the challenges faced by live service games, such as maintaining player engagement through micro-transactions and constant updates, and the operational demands of these games. The paper argues that interdisciplinary collaboration between academia and the gaming industry could bridge existing gaps and improve both academic research and practical industry applications. Through thematic analysis of these perspectives and supporting empirical research, this paper provides a comprehensive view of the complex dynamics driving the gaming industry today and offers insights into its future evolution.

2025, Well Played: for the Love of Games

M y first ludic love has and always will be racing games. The first digital video game I ever played was a worse for wear arcade version of Head On (Sega, 1999). It was an awkward combination of maze and racing that for many was but a... more

M y first ludic love has and always will be racing games. The first digital video game I ever played was a worse for wear arcade version of Head On (Sega, 1999). It was an awkward combination of maze and racing that for many was but a punctuation mark in the everevolving history of digital games. Like many late bloomers, I was often late to the game but propelled by the drive that comes from being both late to the races and an underdog. I didn’t learn to ride a bike until I was eight or 9, but by 13 I was racing in my first United States Cycling (UCF) federation event. As an adult, I took that same love of racing to unsanctioned street races in my modified Honda Civic. When I finally really grew up, I brought that energy to the Sports Car Club of America (SCCA) sanctioned auto-cross track. I started by racing with an underdog, a $2500 rusty Mazda MX-5 with more miles behind it than ahead of it. I later matriculated to a much faster and far less fun-on-the-track contemporary Corvette. As rapper Drake’s eponymous anthem cheers, there’s something alluring in being able to sing, “started from the bottom now I’m here.”

2024

Previous research (Neys & Jansz, 2010) has shown that playing political games provides players with a sense of being more knowledgeable about the topic dealt with in the game than they were before (i.e. individual facilitation). More... more

Previous research (Neys & Jansz, 2010) has shown that playing political games provides players with a sense of being more knowledgeable about the topic dealt with in the game than they were before (i.e. individual facilitation). More importantly, however, players indicated that they felt the need to interact with their social environment, i.e. friends and peers, about the issue addressed in the game they played. This social facilitation attributes to the development of informal civic networks and arguably encourages people to participate and engage in civic society to a greater extent than before playing the game.

2024, Revista de Letras

O presente artigo examina a interação entre diferentes mídias, com foco na remidiação e no diálogo intermidiático, utilizando o jogo The Lord of the Rings Online Lotro ) como estudo de caso. Ao analisar a recriação arquitetônica e... more

O presente artigo examina a interação entre diferentes mídias, com foco na remidiação e no diálogo intermidiático, utilizando o jogo The Lord of the Rings Online Lotro ) como estudo de caso. Ao analisar a recriação arquitetônica e cultural da cidade de Bree e outros elementos do universo de John Ronald Reuel Tolkien em Lotro , a pesquisa destaca a complexidade envolvida na adaptação de uma narrat iva literária para o meio dos jogos videointerativos ou videogames. Com base em conceitos teóricos de remidiação (BOLTER; GRUSIN, 1999) e intermidialidade (HIGGINS, 1996; RAJEWSKY, 2012) , o estudo investiga as características de remidiação presentes em Lotro , tanto no que infere a transposição de
elementos da narrativa tolkieniana quanto nas adaptações necessárias para a nova mídia que tinham como objetivo melhorar a jogabilidade e a experiência do jogador. Ademais, o estudo reflete sobre o papel dos video games na preservação e disseminação da cultura literária, destacando como Lotro expande o mundo de Tolkien, permitindo que os jogadores
explorem áreas não descritas nos livros e interajam com personagens e eventos de maneiras inéditas. Conclui se que The L ord of the Rings Online exemplifica o potencial dos jogos videointerativos como forma de expressão artística e cultural, oferecendo novas perspectivas e possibilidades de interação com universos ficcionais, ao mesmo tempo em que mantém a essência das obras literárias originais e atrai novos públicos para esses universos.

2024

As quatro dimensões da ortodoxia humana A ciência que é fruto da imaginação é denominada de pseudo ciência. Poderíamos, de modo incompleto, contudo, abrangente, classificar a alma humana em quatro grandes áreas. Uma parte Lúdica, uma... more

As quatro dimensões da ortodoxia humana A ciência que é fruto da imaginação é denominada de pseudo ciência. Poderíamos, de modo incompleto, contudo, abrangente, classificar a alma humana em quatro grandes áreas. Uma parte Lúdica, uma parte Mágica, uma parte baseada na Confiança e uma parte refugiada na Lógica. No desenvolvimento e aprofundamento desse esboço, poderíamos praticamente organizar a condição humana, e a própria sociedade a partir destes quatro movimentos, destas quatro áreas que dominam a psique, do Inconsciente ao pensamento coletivo, das camadas mais íntimas do pensamento até as externalidades e comportamentos da sociedade no tecido do tempo, do passado ao presente e certamente como as bases psicológicas da humanidade futura.

2024, Entertainment Computing

Educational video games have been proven effective for many purposes. However, little research has been conducted in order to analyze the effect of the game genre on the pedagogical effectiveness of the game-based learning experiences... more

Educational video games have been proven effective for many purposes. However, little research has been conducted in order to analyze the effect of the game genre on the pedagogical effectiveness of the game-based learning experiences conducted using them. This article aims to fill this gap by analyzing and comparing, for the first time, the instructional and motivational effectiveness of two educational video games of different genres: third-person shooter and endless runner. The research questions addressed in this article are as follows: Is Game-Based Learning using teacher-authored video games effective in terms of knowledge acquisition and motivation to learn about database administration in computer science education? Does the effectiveness of Game-Based Learning in computer science education depends on playing a third-person shooter or an endless runner game? An experimental design (randomized controlled trial with pre-post test design) supported by instruments to gather the knowledge acquisition and opinion of the students allowed for a rigorous analysis of the conducted experience. A total of 45 computer science students organized in two groups learned about database administration by playing two educational video games created through a teacher-oriented authoring tool. One group played a third-person shooter game, whereas the other group played an endless runner game. Both games integrated the same learning content and were played by the students the same amount of time. The results show that the analyzed video games are highly and equally effective in terms of knowledge acquisition (learning gains were statistically significant with a medium effect size in both groups) and motivation (average student ratings above 4.5 out of 5 in both groups). Although the students expressed a preference for third-person shooter games, they also expressed that they would have learned the same with other types of games. In conclusion, the evidence reported in this article suggests that educational effectiveness of game-based learning does not depend on video game genre.

2024

Diante do avanço tecnológico, que apresenta cada vez mais modos distintos de se comunicar, inovar no jornalismo é uma prática cada vez mais necessária. Apenas migrar o texto do impresso para o online não é novidade e nem recomendado,... more

Diante do avanço tecnológico, que apresenta cada vez mais modos distintos de se comunicar, inovar no jornalismo é uma prática cada vez mais necessária. Apenas migrar o texto do impresso para o online não é novidade e nem recomendado, visto que o universo digital disponibiliza muitos instrumentos que podem facilitar a apuração e diversificar o modo de se contar as histórias. Pensando nisso, este trabalho visa fomentar a inserção dos newsgames como ferramenta jornalística, pautando-se em um estudo de caso sobre o desenvolvimento desses jogos jornalísticos em um ambiente acadêmico.

2024, Revista Filosofia Capital - ISSN 1982-6613

2024

Portal 2 has garnered significant praise for its story-driven single-player mode and multiplayer option that allows players to solve tasks cooperatively. Through the principle of structured choice, this literature analyzes the mechanics,... more

Portal 2 has garnered significant praise for its story-driven single-player mode and multiplayer option that allows players to solve tasks cooperatively. Through the principle of structured choice, this literature analyzes the mechanics, characters, and level design of Portal 2, using anthropological texts to contextualize the game within its genre. Portal 2's single-player narrative is a relevant discourse that emotionally manipulates the player and supplements the gameplay. Conversely, Portal 2's multiplayer narrative holds that the more cooperative a game, the less pressing the story; the emphasis lies in social play. Still, an enduring fanbase emerges from passion and structured open-endedness, with online communities and speedrunning competitions fueling the longevity of the physics-based puzzle-platformer.

2024, Estudios de lingüística aplicada

Este texto propone una nueva teoría de la enunciación audiovisual fundada en la idea de que el espectador construye instancias enunciativas en función de la intencionalidad que él infiere de las imágenes y de los sonidos. Al no poseer el... more

Este texto propone una nueva teoría de la enunciación audiovisual fundada en la idea de que el espectador construye instancias enunciativas en función de la intencionalidad que él infiere de las imágenes y de los sonidos. Al no poseer el equivalente de los deícticos de la lengua, la emergencia del discur so cinematográfico depende tanto del contexto audiovisual como de la sensibilidad del espectador al lenguaje cinematográfico. Este artículo identifica las instancias de una enunciación múltiple que el espectador puede reconstruir apoyándose en el análisis de una película de 1900 de escasos 50 minutos. La imagen es interpretada en función de una polifonía enunciativa cuyo modelo se debe en gran parte al lingüista Oswald Ducrot. Se distinguen las diferentes "máscaras " de la enunciación: el supuesto realizador, el narrador implícito, el autor como tal, que finalmente orienta la construcción enunciativa realizada por el espectador. Esta cons trucción depende también del contexto histórico, de los saberes laterales sobre la pelí cula y del grado de ostentación de las intenciones en lo visible.

2024, Anais Estendidos do XX Simpósio Brasileiro de Games e Entretenimento Digital (SBGames Estendido 2021)

Por causa da capacidade de imersão e engajamento, jogos sérios ganharam popularidade para treinamento educacional e profissional. O desenvolvimento de jogos orientado a modelo (MDGD) se mostra uma alternativa promissora para a criação de... more

Por causa da capacidade de imersão e engajamento, jogos sérios ganharam popularidade para treinamento educacional e profissional. O desenvolvimento de jogos orientado a modelo (MDGD) se mostra uma alternativa promissora para a criação de jogos sérios por não especialistas em programação, como professores e designers, ao reduzir as barreiras técnicas de programação existentes para a introdução do conteúdo pedagógico. Entretanto, ainda falta uma visão unificada e sistematizada do MDGD para a sua aplicação com relação a diferentes jogabilidades e temas, considerando também os artefatos produzidos e pessoas envolvidas. Para solucionar esse problema, este trabalho propõe um processo sistematizado do MDGD, com fases e atividades definidas, para aplicar em jogos sérios com qualquer gênero de jogabilidade. Para comprovar sua utilidade, apresenta-se uma linguagem específica de domínio (DSL) em desenvolvimento para jogos sérios do gênero quiz e aventura. Como resultados já obtidos, são aprese...

2024, Cultural Studies Review

This issue of Cultural Studies Review is the final one I will co-edit with John Frow. It has been a pleasure to co-edit with John and it seemed fitting to offer a small intellectual salute to both his work and the engagement and reactions... more

This issue of Cultural Studies Review is the final one I will co-edit with John Frow. It has been a pleasure to co-edit with John and it seemed fitting to offer a small intellectual salute to both his work and the engagement and reactions he inspires through the following article and responses. While this was understood as a small commemoration of John's work as editor it also mimics in a more public way the endless (and often very productive) work of commenting upon, responding to and working with the work of our fellow thinkers that all in the larger Cultural Studies Review community do. What follows is a response to one small part of John's writings but he is also an extraordinarily deft reader and that skill can be seen again and again in the pages of this journal. The capacity to read an article in its own terms, to place it properly with reviewers who will best engage with and improve a piece, requires a style of reading that is as much communitarian as critical. The result of that reading then flows on to a published article that is itself better able to be read and so the flow of concatenating readerships spreads. I would like to thank John for all our co-readings and for the time and attention he has given to the journal in all its guises from bank balances to illustrations. Chris, Ann and I look forward to his continuing participation as contributor and reviewer and wish him well with all his upcoming projects.

2024, International Journal of Advanced Computer Science and Applications

Currently, with the advancement of Information and Communications Technology (ICT), gaming industry becomes one of the fastest growing industries. This trend leads to development of serious games as alternative tool for creating effective... more

Currently, with the advancement of Information and Communications Technology (ICT), gaming industry becomes one of the fastest growing industries. This trend leads to development of serious games as alternative tool for creating effective learning experience. However, most educational applications such as serious games mainly used visuals such graphics and animations that pose challenges for low vision children. Visually impaired users especially children with low vision would face difficulty using the applications. They have problems to see highly visual elements of the games. Accessibility refers to how a certain software or application is accessible to disabled users. Several accessibility aspects should be considered when designing user interfaces for children with low vision. Thus, a game designed to fulfill their needs is needed. However, the challenge of serious game design is not only to consider users' accessibility needs, but also the playability aspects as well so that the visually impaired children can enjoy playing regardless of their disabilities. This paper presents a study on designing a low fidelity serious game prototype for low vision children using play-centric design approach, focusing on playability to obtain feedback from low vision children. Then, based on users' feedbacks, the game prototype will be refined to improve the game design.

2024, Digital Games Research Association

Engagement is an essential element of the player experience, and the concept is described in various ways in the literature. To gain a more detailed comprehension of this multifaceted concept, and in order to better understand what... more

Engagement is an essential element of the player experience, and the concept is described in various ways in the literature. To gain a more detailed comprehension of this multifaceted concept, and in order to better understand what aspects can be used to evaluate engaging game play and to design engaging user experiences, this study investigates one dimension of player engagement by empirically identifying the components associated with the desire to continue playing. Based on a description of the characteristics of player engagement, a series of surveys were developed to discover the components, categories and triggers involved in this process. By applying grounded theory to the analysis of the responses, a process-oriented player engagement framework was developed and four main components consisting of objectives, activities, accomplishments and affects as well as the corresponding categories of engagement, disengagement and their triggers-were identified and rank-ordered.

2024, arXiv (Cornell University)

Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with... more

Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational games, especially when self-directed. Additionally, research on the effects of engagement on performance is conflicting. This study aimed to identify barriers to students' self-directed engagement with two anatomy educational games, methods to overcome identified barriers, and the impact of engagement on learning performance. Employing the within-case and cross-case approach and triangulation of data, four educational-game specific barriers emerged (from most common to least common): 1) negative perceptions of educational games, 2) incompatible audience, 3) incompatible difficulty, and 4) price. Path analysis found that engagement may have insignificant, positive effects on performance. These findings indicate that students' self-directed engagement with educational games is impeded by unique barriers and engagement may not be vital for performance. Suggestions for game design and marketing emerged to help developers, teachers, and researchers overcome identified barriers.

2024, arXiv (Cornell University)

Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of... more

Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research on how games can be designed to promote engagement. This mixed methods case study aimed to discover effective game elements for promoting 17-18 year old high school students' engagement with an educational game. Using within-case and cross-case analyses and triangulated data, 10 elements emerged and were categorized into the constructs of story, gameplay, and atmosphere. Examples and connections to the literature for each element are reported. Findings implicate that educational game design for both learning and engagement is composed of educational-game specific elements, game design for solely engagement is similar for both educational and entertainment games, and a gap on educational game design technique instead of theory should be addressed to further benefit educational game development.

2024, International Journal of Engineering and Advanced Technology

Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for... more

Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoyment constructs. In addition, educational elements items are also included. The scale was then validated for content validity, and a pilot study with four (5) HCI experts. Finally, five (5) experts from HCI, Game and Computer Networking subject evaluate the model using this scale. Results of the evaluation showed that the model’s constructs have good usability, playability, enjoyment. Future work ...

2024, Advances in intelligent systems and computing

The progress of video games, hand in hand with the technological development, has been exponential in recent years. Its diffusion in society through multiple existing formats (computer, console, mobile devices, etc.) is growing. The... more

The progress of video games, hand in hand with the technological development, has been exponential in recent years. Its diffusion in society through multiple existing formats (computer, console, mobile devices, etc.) is growing. The number of video game players increases every year. As a result, the technical and user experience requirements also increase, and the behavior of the players with the game experience is unknown. Therefore, it is necessary to have the elements that allow evaluating and measuring this behavior from several perspectives. Therefore, it is necessary to have elements that allow evaluating and measuring the behavior of players with the game experience from different perspectives. It is important to have these different points of view to continuing the contribution in this aspect. Having that in mind, it has been made an analysis of measurement of effectiveness' measure and entertainment that will serve as a basis to approach studies in search of improvements in the user experience, a topic of great interest among the current generators or manufacturers of these video games.

2024, International Journal of Advanced Computer Science and Applications

The revolution of technology brings many benefits towards diverse population. Digital game is one of the digital technologies that has potential to facilitate older adults' daily routine. However, some of them faces challenges to adopt... more

The revolution of technology brings many benefits towards diverse population. Digital game is one of the digital technologies that has potential to facilitate older adults' daily routine. However, some of them faces challenges to adopt the usage of digital games in their daily lives, one of which is that most commercial games are not suitable for older people. This paper discusses the investigation into the challenges associated with the older adults' adoption of digital games, their interaction, and experiences with digital games and specifically explores the andragogical perspectives, and game design attributes. A set of questionnaires consisted of open-ended and close-ended questions were distributed, targeting the older adults across Malaysia, using online and non-probability sampling technique. 81 respondents were recruited, and 56 respondents (n=56) were eligible in this study. Four participants were recruited for informal interview session. The analysis of the results indicates that the older adults' perception of digital games and game design aspects are the major factors influencing their digital game adoption. Game designs are important to attract many older adults to experience and interact with digital games.

2024, Theoria et Historia Scientiarum

Layers of Fear, a 2016 psychological horror game by Bloober Team, is a story-oriented walking simulator. While many walking simulators focus on uncovering the past, Layers of Fear centres on the experience of being haunted by the past.... more

Layers of Fear, a 2016 psychological horror game by Bloober Team, is a story-oriented walking simulator. While many walking simulators focus on uncovering the past, Layers of Fear centres on the experience of being haunted by the past. The gameplay narrates a tragic story and the complex relation of the protagonist with his past from which he cannot escape: his fear, his obsession and the endless cycle of his madness. Most importantly, this experience is not constructed in the game by providing the players with journal entries or letters to read, but by allowing them to literally walk through the past, among material representations of memories and emotions, as the house itself shifts through various layers and moments of time both before and after the tragic events that haunt the protagonist. This paper focuses on the unique delivery of experiencing past events used in Layers of Fear, as well as the concept of haunting, trauma and obsession central to both the game and gameplay.

2024, Procedia Manufacturing

One of the current formats of online journalism, Newsgames, uses the news as the basis for its narrative. According to the Newsgamesvault directory, the United States ranks first in the production of this type of game, with 45 artifacts... more

One of the current formats of online journalism, Newsgames, uses the news as the basis for its narrative. According to the Newsgamesvault directory, the United States ranks first in the production of this type of game, with 45 artifacts published, followed by Brazil, with 19. Based on the definition of Bogost et al for the genre of documentary, we analyzed three Newsgames: A cobra vai fumar (The Snake will smokean idiomatic expression in Portuguese which means we do the impossible) and Back to 1964, from the magazine Superinteressante; and The Battle of Red Clay, from the newspaper Zero Hora. The genre is approximately similar to investigative reporting and documentary filmmaking, besides being based on a broad search effort. This article sets out to analyze the usability, ergonomics and gameplay of the selected games, according to studies by Nielsen and Preece and Rogers, who collaborated in improving users' experience in the interaction with this type of game. The guidelines of Bogost et al on the three types of reality present in the documentary genre: the spatial, operational and procedural, were observed.

2024, Design, User Experience, and Usability: Interactive Experience Design

Newsgames are a game format that use the news as a basis for constructing their narrative. Observations made between 2012 and 2014 indicated a gap in the observation of gameplay and usability of this kind of game, which has arisen as a... more

Newsgames are a game format that use the news as a basis for constructing their narrative. Observations made between 2012 and 2014 indicated a gap in the observation of gameplay and usability of this kind of game, which has arisen as a different format of publishing information. The objective of this study was to analyze the usability and playability of newsgames produced since 2000, for which three simulation newsgames were chosen: Iced-I can end deportation, Heartsaver and The Candidate. The analysis was based on studies by Niesen and Preece and Rogers, who observed users interacting with newgames. From the results obtained we intend to investigate other genres of newsgames, with a view to improving the game experience.

2024, Interfaces numériques

Cet article traite de la question de la jouabilité telle que présentée par le philosophe Jacques Henriot et étudie ce concept au regard de pratiques de coordination observées auprès de joueurs de jeux de rôle en ligne massivement... more

Cet article traite de la question de la jouabilité telle que présentée par le philosophe Jacques Henriot et étudie ce concept au regard de pratiques de coordination observées auprès de joueurs de jeux de rôle en ligne massivement multijoueurs (MMORPG). Notre analyse montre le caractère sociocognitif et distribué des activités des joueurs constitués en groupe. Si la jouabilité peut être entendue comme la potentialité ludique d'une structure, cette dernière n'est pas uniquement composée d'objets ou de règles. Elle est également constituée des autres joueurs en ce qu'ils forment avec le jeu un artéfact cognitif socialement distribué.

2024

This paper presents a comprehensive analysis of user perspectives on an educational game designed to promote civic and social inclusion. The study employed a questionnaire-based survey with 302 respondents, aimed at gather- ing insights... more

This paper presents a comprehensive analysis of user perspectives on an educational game designed to promote civic and social inclusion. The study employed a questionnaire-based survey with 302 respondents, aimed at gather- ing insights into the players’ experiences, perceptions, and attitudes towards the game. The survey explored various aspects such as game mechanics, educational content, user engagement, and the potential impact on civic and social awareness. The results of the study indicated a generally positive reception of the educational game among the respondents. The majority reported finding the game engaging and enjoyable, with a high level of immersion and interactivity. The educational content was deemed informative and relevant, contributing to the players’ under- standing of civic and social issues. Furthermore, the game was observed to fos- ter empathy and perspective-taking, enhancing the players’ ability to appreciate diverse viewpoints. Overall, this research sheds light on the user perspectives regarding an educational game for achieving societal changes. The findings high- light the game’s potential as an effective tool for promoting civic awareness, social empathy, and inclusive education. The insights gained from this study can inform the future development of similar educational games, aiding in the design of more engaging and impactful experiences that facilitate civic and social learning among diverse user populations.

2024, 2023 6th International Conference of Computer and Informatics Engineering (IC2IE)

In contemporary society, adolescents, particularly those navigating the intricate realm of high school, grapple with the daunting task of comprehending the intricacies of the human immune system within the domain of biology. Recognizing... more

In contemporary society, adolescents, particularly those navigating the intricate realm of high school, grapple with the daunting task of comprehending the intricacies of the human immune system within the domain of biology. Recognizing this educational challenge, a pioneering research initiative was undertaken to harness the untapped potential of mobile video games. The overarching aim was to create an innovative educational tool in the form of a game that could effectively illuminate the complexities of the human immune system for high school students. This research venture embarked on an ambitious journey to unravel the depths of the immune system and its multifaceted applications. The ultimate objective was to equip educators with novel pedagogical approaches that would not only disseminate knowledge more effectively but also captivate the imaginations of their students. To achieve these goals, the research method employed was the Game Development Life Cycle (GDLC) implementation. The core aspiration of this endeavor was to make a significant contribution to the realm of education. It sought to investigate the efficacy of educational mobile games, specifically those falling into the Tower Defense RTS genre, in elevating students' learning experiences. Moreover, it aimed to foster a profound and holistic comprehension of the intricate mechanisms governing the human immune system. This research aspired to bridge the gap between traditional didactic approaches and modern technological advancements, providing a promising avenue for enhancing the educational journey of high school students by utilizing the immersive power of educational mobile games.

2023, 2023 8th International Conference on Business and Industrial Research (ICBIR)

The indiscriminate use of natural resources leads to the deterioration of the environment and the depletion of basic human necessities. This alarming concern entails improving environmental behavior to attain sustainability. By taking... more

The indiscriminate use of natural resources leads
to the deterioration of the environment and the depletion of
basic human necessities. This alarming concern entails
improving environmental behavior to attain sustainability. By
taking advantage of the recent technological advancement, this
paper proposes the integration of serious games in developing a
system model that enables environmental awareness by
leveraging artificial intelligence and analytics. Initially, the
serious game is evaluated in terms of usability and playability
aspects. Results show that ease of use, learning opportunity, and
immersion are significant for the end-users of the serious game,
while feedback is considered the least significant among all
constructs in the survey. In terms of the playability evaluation,
effectiveness and immersion obtained higher ratings from
computing and environmental science professionals. On the
other side, this paper describes the core components of the
proposed system model that may pave the way to improve the
use of serious games for environmental awareness, through
intelligence, and analytics. Further, this paper also presents the
implications of the proposed model for education and practice.

2023, Procedia Manufacturing

One of the current formats of online journalism, Newsgames, uses the news as the basis for its narrative. According to the Newsgamesvault directory, the United States ranks first in the production of this type of game, with 45 artifacts... more

One of the current formats of online journalism, Newsgames, uses the news as the basis for its narrative. According to the Newsgamesvault directory, the United States ranks first in the production of this type of game, with 45 artifacts published, followed by Brazil, with 19. Based on the definition of Bogost et al for the genre of documentary, we analyzed three Newsgames: A cobra vai fumar (The Snake will smokean idiomatic expression in Portuguese which means we do the impossible) and Back to 1964, from the magazine Superinteressante; and The Battle of Red Clay, from the newspaper Zero Hora. The genre is approximately similar to investigative reporting and documentary filmmaking, besides being based on a broad search effort. This article sets out to analyze the usability, ergonomics and gameplay of the selected games, according to studies by Nielsen and Preece and Rogers, who collaborated in improving users' experience in the interaction with this type of game. The guidelines of Bogost et al on the three types of reality present in the documentary genre: the spatial, operational and procedural, were observed.

2023, Editora Conhecimento Livre eBooks

Resumo: O presente Artigo propõe-se a abordar a aplicação das Estruturas Discursivas Formais na prática da Redação Publicitária da contemporaneidade, dedicando ênfase à Estrutura Discursiva Narrativa, em face de sua riqueza intrínseca,... more

Resumo: O presente Artigo propõe-se a abordar a aplicação das Estruturas Discursivas Formais na prática da Redação Publicitária da contemporaneidade, dedicando ênfase à Estrutura Discursiva Narrativa, em face de sua riqueza intrínseca, multiplicidade de recursos e versatilidade. À luz das postulações do filósofo alemão Walter Benjamin, declinadas no ensaio O Narrador (1936), o método de análise concentra-se na observação das formas de emprego e no aproveitamento teórico dos elementos componentes dessa Estrutura em peças publicitárias destinadas a diferentes tipos de mídia, frente à hipótese de que seu potencial como experiência comunicável seja subutilizado pelos criadores, gerando dispersão e baixa influência no padrão de consumo dos targets, na maior parte das vezes. Para recorte do estudo, foi selecionado um corpus formado por três campanhas publicitárias veiculadas entre os anos de 2014 e 2015, assinadas pelas marcas: CVV-Centro de Valorização da Vida, Pedigree e Kombi / VW do Brasil, nas quais a presença da Estrutura Narrativa instaura-se como eixo verbal central.

2023, Proceedings of the ACM on Human-Computer Interaction

At times, the interfaces of videogames -- gameworlds -- contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their... more

At times, the interfaces of videogames -- gameworlds -- contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their creation, yet remain undiscussed by designers. They are used as ways to promote curiosity, as objects, as ways to symbolize excitement, and as a prompt to react. Their varied history is deserving of attention, so we present a chronicle of two pieces of gameworld punctuation: ! and ?. We discuss current and past uses and identify more ways that these could be used in the future. These symbols may present a useful space of inquiry not only for games and games research, but more generally, in terms of the rapid communication of complex information.

2023, Procedia Manufacturing

One of the current formats of online journalism, Newsgames, uses the news as the basis for its narrative. According to the Newsgamesvault directory, the United States ranks first in the production of this type of game, with 45 artifacts... more

One of the current formats of online journalism, Newsgames, uses the news as the basis for its narrative. According to the Newsgamesvault directory, the United States ranks first in the production of this type of game, with 45 artifacts published, followed by Brazil, with 19. Based on the definition of Bogost et al for the genre of documentary, we analyzed three Newsgames: A cobra vai fumar (The Snake will smokean idiomatic expression in Portuguese which means we do the impossible) and Back to 1964, from the magazine Superinteressante; and The Battle of Red Clay, from the newspaper Zero Hora. The genre is approximately similar to investigative reporting and documentary filmmaking, besides being based on a broad search effort. This article sets out to analyze the usability, ergonomics and gameplay of the selected games, according to studies by Nielsen and Preece and Rogers, who collaborated in improving users' experience in the interaction with this type of game. The guidelines of Bogost et al on the three types of reality present in the documentary genre: the spatial, operational and procedural, were observed.

2023, Dreaming

Soldiers who play video games to varying degrees were solicited to fill out a survey on dreams and gaming. A prescreening filtered out those who were not soldiers, who did not game and who were suffering from various psychological... more

Soldiers who play video games to varying degrees were solicited to fill out a survey on dreams and gaming. A prescreening filtered out those who were not soldiers, who did not game and who were suffering from various psychological problems in the last six months. The remaining soldiers filled out these inventories; general and military demographics, history of video game play, Emotional Reactivity and Numbing Scale (ERNS), and a Trauma Inventory. They were then asked to provide two dreams, one recent and one that was impactful from their military service. Following the military dream they filled out Impactful Dreams Questionnaire (IDQ) about that dream only. Dream content analysis was conducted using threat simulation, war content and lucid/control/gaming content. High and low end frequency gamer groups were identified and compared on these dream content scales. Because the nightmare literature shows that affect load and distress are predictors of nightmare suffering. ERNS and Trauma history were covariates in the ANCOVA's on gamer group x dream type. It was found that the high end gaming group exhibited less threat and war content in their military dreams than the low end group.

2023, Teaching english with technology

Literature analysis games were great for assessing knowledge of setting, character, and symbols." "Playing Lord of the Flies brought fond back memories of when I read it." "This project taught me how to teach timeless English literature... more

Literature analysis games were great for assessing knowledge of setting, character, and symbols." "Playing Lord of the Flies brought fond back memories of when I read it." "This project taught me how to teach timeless English literature in new ways." "It was shocking to have the little child, my character, get captured and killed. I truly felt sad." "This experience taught me to have patience with myself when learning something new."

2023, Revista Observatório

Newsgames are gaining more and more space as a new language of journalism, bringing information through the playfulness of games. In this sense, stimulating the development of this tool becomes crucial. This article derives from a... more

Newsgames are gaining more and more space as a new language of journalism, bringing information through the playfulness of games. In this sense, stimulating the development of this tool becomes crucial. This article derives from a doctoral thesis that uses applied research to establish a methodology for the development of newsgames. Thus, the synthesis of the work is presented here, highlighting the key concept of the Game Design Document for Newsgames (GDDN), in addition to the method used in the workshop for the planning and development of journalistic games, held at the Federal University of Santa Catarina (UFSC), which brought together professionals from the labor market, undergraduate and graduate students.

2023, Digital Games Research Association Conference

2023, Multimedia Tools and Applications

Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of... more

Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen's proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen's heuristics and the customized heuristic lists generated by our tool.

2023, Proceedings of the ACM on Human-Computer Interaction

Heuristics present a cheap and effective way of evaluating usability. However, in video games, evaluating unique player experiences that are dependent on individual preferences and abilities presents a challenge that goes beyond... more

Heuristics present a cheap and effective way of evaluating usability. However, in video games, evaluating unique player experiences that are dependent on individual preferences and abilities presents a challenge that goes beyond usability. Video games are more than just functional software, so games heuristics have been adapted to help examine functionality and experience. This paper reports on how papers published in the ACM Digital Library between 2012 and 2022 develop and apply heuristics in video games research. We found that heuristics are often used outside their intended purpose of being used in an expert evaluation. Instead, they are used as survey instruments, interview guides, codes for thematic analysis, and as design guidelines. This research contributes to HCI and video games research by distinguishing the terms design guidelines and design principles from heuristics. We make recommendations for researchers around developing heuristics and conducting video game heuristi...

2023, International Journal of Engineering and Advanced Technology

Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for... more

Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoyment constructs. In addition, educational elements items are also included. The scale was then validated for content validity, and a pilot study with four (5) HCI experts. Finally, five (5) experts from HCI, Game and Computer Networking subject evaluate the model using this scale. Results of the evaluation showed that the model’s constructs have good usability, playability, enjoyment. Future work ...

2023

This book is devoted to the emotional and narrative immersion in the experience of gameplay. The focus of our research is the complex interplay between the story and mechanics in digital games. The goal is to demonstrate how the narrative... more

This book is devoted to the emotional and narrative immersion in the experience of gameplay. The focus of our research is the complex interplay between the story and mechanics in digital games. The goal is to demonstrate how the narrative elements and the ludic elements together can form a variety of unique player experiences. The volume is a collection of case studies involving close reading of selected independent titles (largely indie games) with the focus placed on the themes, motifs and experimental approaches to gameplay that the relative freedom of the indie scene encourages.

2023, Frontiers in psychology

Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes... more

Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results gene...

2023, Frontiers in psychology

Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes... more

Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results gene...