Abstract: The article is dedicated to trending topic on gamifi cation of education. Nowadays video games and game technologies are important parts of modern educational technologies. The aim of the study is to develop mechanism for determining the possibility of using video game mechanics in gamifi cation. The authors described the classifi cation of video games and game mechanics based on literature review of English and Russian authors. The new evaluation method based on the computation o
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Keywords : Gamification, Education, Video games genres, Video games classification, Game mechanics, Gameplay, Method to evaluate gameplay, Flow state
To end this year in a good mood, we offer you a new little game: Growing Ties. The challenge is simple: You run a tie shop. Patrons want to get custom ties. Can you cut a tie at the right size for each one of your patrons? Hold Right Arrow key to grow a tie.Press Left Arrow key to cut it.The tie will fall down, and hopefully reach a patron.(Alternatively, you can use Up Arrow / Down Arrow or Z / X or D / F keys if you prefer)Be careful to cut right-sized ties! A perfect-sized t
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Keywords : casual game, ludum dare, experimental gameplay
Grounded on a perspective in which action is a defining trait in video games, this work proposes the development of an action-oriented framework focused on the analysis of the relationships between the player and the game system centred on the existence of actors, which we define as entities responsible for the actions that affect the game – a category in which the player and the game system are included. We describe the grounding principles of this framework as focused on a transformation
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Keywords : Action, Chronology, Responsiveness, Thinking and Actuation, Transcoding, Video Games, Design, Depth
This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and moti
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Keywords : Serious game, Health, Health game, Gameplay
The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed usin
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Keywords : digital educational games (DEG), Genre, Videogames, Learning, Classification, Education, Serious Games, Edugames
Abstract: Due to the absence of high-level authoring environments and support for non-technical domain experts to create custom serious games, a model-driven authoring framework is presented in this paper. Through model-driven authoring, non-technical people can manipulate the 3D visuals of their serious game, model the scenarios of the game, and even easily add non-linear narrative to the game. The different tools and methods have been implemented and are currently used to build a serious
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Keywords : Serious game, Cyberbullying, Adaptivity, Scenario generation, Non-linear gameplay, Sandbox, Model-driven authoring
The main purpose of this study is to identify the elements of children's health games that have a positive impact on children’s health. The investigation is done by evaluating previous health game studies concentrating on children and five health affairs (such as asthma, cancer, diabetes, nutrition and obesity). In order to do so, firstly the topic of children’s health games is explained through its roots, as it is an interdisciplinary topic pertinent with many other fields. For
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Keywords : Health games, Children
Although research shows the link between flow and social interaction, this study explores the role of ICT skills in order to experience flow and social interaction. I used constructivism theory as it explains how humans make meaning from personal experiences, social interaction and tools (e.g., language and computer). The theory of flow was applied because it stipulates that people experience flow when they are fully engaged in any activity (Nakamura & Csikszentmihalyi 2002). Four participan
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Keywords : Online protocol, Social interaction, Social games, WOW, Quality of Life (QOL), Flow, MMORPG
The One Fork Restaurant DX takes place in a restaurant where many customers are coming to eat, but unfortunately the restaurant only has a single fork! So the customers have to share it to eat their meals, but they aren't really patient.. Move the fork from one customer to another by clicking on them (or their tables). The patience of each customer (represented by the gauge below them) slowly decreases when they are waiting for the fork. Help them eat their food bowl before they
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Keywords : the one fork restaurant dx, game, flash, android, casual, ludum dare
ABSTRACT Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been do
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Keywords : Digital game-based learning, Serious game