Games are increasingly being used as educational tools, in part because they are presumed to enhance student motivation. We look at student motivation in games from the viewpoint o...
Amy Ogan, Vincent Aleven, Julia Kim, Christopher J...
Game developers have begun applying formal human-computer interaction (HCI) principles in design. Desurvire et al [2] adapted a set of Heuristics for productivity software to games...
: Communities of autonomous units are devices to model the interaction of independent processes in a rule-based and graphical way. In this paper, the framework is proposed to descr...
: Both, games in a game theoretic sense and protocols in an informational sense describe rule based interactions between systems. Some similarities and differences of both approach...
This article, assuming that player motivations are the outcome of continuous player-environment interactions, applies the needs framework of Murray (1938) to a computer game and i...
- Conventional video games are controlled by players via physical game controllers. A new emerging trend for game control in recent years is to use intelligent sensor based interfa...
In an expected reachability-time game (ERTG) two players, Min and Max, move a token along the transitions of a probabilistic timed automaton, so as to minimise and maximise, respec...
Vojtech Forejt, Marta Z. Kwiatkowska, Gethin Norma...
Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art game engines. We propose to improve a MCTS solver when a game has more than two outcomes. It ...
—The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced ...
In the context of 2-player removal games, we define the notion of invariant game for which each allowed move is independent of the position it is played from. We present a family ...