Current Issue : July - September Volume : 2013 Issue Number : 3 Articles : 4 Articles
This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL)\r\nmethod using game development frameworks (GDFs) with the perspective of (a) summarizing a guideline for using GDBL in a\r\ncurriculum, (b) identifying relevant features of GDFs, and (c) presenting a synthesis of impact factors with empirical evidence\r\non the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34\r\nrelevant articles were selected for the final study. We analyzed the articles from three perspectives: (1) pedagogical context and\r\nteaching process, (2) selection of GDFs, and (3) evaluation of the GDBL method. The findings from the 34 articles suggest that\r\nGDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that\r\nsuch GDFs combined with the motivation from games can improve the students� knowledge, skills, attitudes, and behaviors in\r\ncontrast to the traditional classroom teaching. Furthermore, based on the results of the literature review, we extract a guideline of\r\nhow to apply the GDBL method in education. The empirical evidence of current findings gives a positive overall picture and can\r\nprovide a useful reference to educators, practitioners, and researchers in the area of game-based learning....
The main motivational elements of the social network sites and the social network games will be shown according to studies already\r\nexistent in the literature, highlighting the elements which motivate the players the most to play social Match 3-type games. Seven\r\ngames have been analyzed: Diamond Dash, Collapse! Blast,Mystic Ice Blast, Bricks Breaking, Plock, Gem Clix, and Blast!. The results\r\nshowed that asynchronous time, activities publishing, rewarding system, competition, and social status are the elements which\r\nmotivate and stimulate the most the players to play....
The objective of this study is to focus on the automatic generation of game artificial intelligence (AI) controllers for Ms. Pac-Man\r\nagent by using artificial neural network (ANN) and multiobjective artificial evolution. The Pareto Archived Evolution Strategy\r\n(PAES) is used to generate a Pareto optimal set of ANNs that optimize the conflicting objectives of maximizing Ms. Pac-Man scores\r\n(screen-capture mode) and minimizing neural network complexity.This proposed algorithm is called Pareto Archived Evolution\r\nStrategy Neural Network or PAESNet. Three different architectures of PAESNet were investigated, namely, PAESNet with fixed\r\nnumber of hidden neurons (PAESNet F), PAESNet with varied number of hidden neurons (PAESNet V), and the PAESNet with\r\nmultiobjective techniques (PAESNet M). A comparison between the single- versus multiobjective optimization is conducted in\r\nboth training and testing processes. In general, therefore, it seems that PAESNet F yielded better results in training phase. But the\r\nPAESNet M successfully reduces the runtime operation and complexity of ANN by minimizing the number of hidden neurons\r\nneeded in hidden layer and also it provides better generalization capability for controlling the game agent in a nondeterministic\r\nand dynamic environment....
Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular\r\nexercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console\r\nperipherals raises the question whether their different technological affordances (i.e., variations in the type and number of body\r\nlimbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical\r\nexertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable\r\ndance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles.\r\nThe subjects� level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their\r\nperceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the\r\nphysiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty\r\nand enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between\r\nhelping to guide and coordinate player movement versus offering greater movement flexibility....
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