Explore chapters and articles related to this topic
The implementation and evaluation of an easy-to-use mobile game development tool
Published in Artde D.K.T. Lam, Stephen D. Prior, Siu-Tsen Shen, Sheng-Joue Young, Liang-Wen Ji, Engineering Innovation and Design, 2019
This study develops an easy-to-use mobile game development tool to be used in the course of game design. This tool is suitable for the development of first-person games and for students to learn how to develop games. The independent design of the system modules and components allows game designers to flexibly use creative ingenuity. This development system is used in the teaching of the course, and its effectiveness is assessed by a questionnaire at the end of each semester. In the study, we will review the effectiveness of using this game development system for tuition based on the results of the questionnaire; comparing results where the system was not used and where the system was used. This dissertation will also introduce the system design concept and main framework, and then will explain each subsystem individually.
Teaching Johnny to thwart phishing attacks
Published in Brij B. Gupta, Michael Sheng, Machine Learning for Computer and Cyber Security, 2019
Nalin A.G. Arachchilage, Mumtaz Abdul Hameed
Literature revealed that well-designed games focusing on education could be helpful in learning, even when used without assistance. The ‘Anti-phishing Phil’ game developed by [10] reported results that confirm that games educate people about phishing and other security attacks in a more effective way than other educational approaches, such as reading anti-phishing tutorial or reading existing online training materials. [2] developed a mobile game prototype to teach people how to thwart phishing attacks. Their mobile game design aimed to enhance the user’s avoidance behavior through motivation to protect themselves against phishing threats. The designed mobile game was somewhat effective in teaching people how to thwart phishing attacks as the study results showed a significant improvement in participants’ phishing threat-avoidance behavior in their post-test assessment. Furthermore, the study findings suggested that participants’ threat perception, safeguard effectiveness, self-efficacy, perceived severity and perceived susceptibility elements positively impact threat avoidance behavior, whereas safeguard cost had a negative impact on it.
Conclusions
Published in Rodgers Waymond, Artificial Intelligence in a Throughput Model, 2020
Artificial Intelligence technology’s objective is to replicate or surpass abilities (in computational systems) that would require ‘intelligence’ if individuals were to perform them. These include learning and adaptation; sensory understanding and interaction; reasoning and planning; search and optimization; autonomy; and creativity. The applications of Artificial Intelligence systems, embracing but not limited to machine learning, are various, ranging from understanding healthcare data to autonomous and adaptive robotic systems, to smart supply chains, video game design and content creation. This research area primarily envelops fundamental enhancements in Artificial Intelligence technologies, while applications of such technologies are portrayed within other subject domains.
No player left behind: exploring the use of collaborative talk in a playfixing activity
Published in CoDesign, 2023
Yuchan Blanche Gao, Jeremy Bernier, Taylor M. Kessner, Luis E. Pérez Cortés, Elisabeth Gee
Designing a game, like many other design problems, can be a complex task. In essence, game design is the design of experiences intended to be enjoyable, challenging, immersive, and in the case of games for learning, educational. Games can be viewed as interactive systems of goals, rules, and mechanics, situated within broader cultural contexts, that create conditions for what Salen and Zimmerman (2003, 37) call ‘meaningful play’. Meaningful play is when what happens in a game ‘makes sense’ to players; that is, player actions lead to outcomes that are apparent and seem appropriate in the context of the game world. While a game may seem simple, its potential to elicit meaningful play is contingent on complex interactions between players, game structures, and cultural contexts that shape player interpretations of game play. All too often, when game design is used outside of professional design contexts, this complexity is ignored (participants are asked to design games with little guidance) or the design process is oversimplified with few choices available to participants.
Gamified Mobile Sensing Storytelling Application for Enhancing Remote Cultural Experience and Engagement
Published in International Journal of Human–Computer Interaction, 2022
The game design included a set of game mechanics crucial for the gameplay, with the right technology that can support them, aesthetics that can emphasize them clearly to players, and a story that allowed the game mechanics to make sense to the players as described below (Kalmpourtzis, 2018). The stories with corresponding learning content used in the story game app were based on an actual Story of Praya Lane (physical and virtual) tour ran by the previously mentioned tour company and identified through a series of workshops and ethnography study involving stakeholders to include the following narrative content – the Kristang community’s (1) main economic activity which was fishing, (2) socio-economy activity of salted dried fish, (3) way of life central to the beach, (4) culture, (5) religion, (6) cuisine, (7) festival, and (8) language.
Analysis of critical factors for social games based on extended technology acceptance model: a DEMATEL approach
Published in Behaviour & Information Technology, 2018
It is believed that the attractiveness for social games comes from four aspects: ‘game design’, ‘flow experience’, ‘aural/visual effects’, and ‘game operations’. ‘Game design’ refers to the design of theme, story, rules, and scenarios of a social game. ‘Flow experience’ refers to the game flow. ‘Aural/visual effects’ refer to the background music, sound effects, visual background, special effects, and any other effects that a player may experience during the time of gameplay. ‘Game operations’ refer to how players feel when they operate the social game.