Augmented Board Games – Enhancing board games with electronics


Peitz Johan Eriksson Daniel Björk Staffan
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper examines Augmented Board Games, the result of using computational power to extend functionality and gameplay in board games. Experimental interaction design has been used as the primary research method, through the use of numerous models and design tools, including social and functional roles, game design patterns, and task analysis. The paper is concluded with descriptions of concepts and prototypes as well as novel game design possibilities within the design space of augmented board games.

 

Player as Author: conjecturing online game creation modalities and infrastructure


Tavares José Pedro Gil Rui Roque Licinio
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

As we outline a movement beyond the apparent creative stagnation in the videogames industry we envision possible transformations, beyond the gridlock a producer-consumer dichotomy, that propose to mobilize players as creative actors in a holistic experience. We propose to recognize the authoring roles players develop in their relation to the industry and the gaming community, that configure an emancipation from the current producer-consumer dichotomy. Building on this conjecture we review possible meanings of a player as author perspective and conjecture modalities of authorship and participation. We close by outlining some of the design challenges for an infrastructure to support those roles.

 

Research as Design-Design as Research


Stapleton Andrew J.
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper details a research methodology that emerged during an inquiry into game design aimed at promoting conceptual learning in physics. The methodology, Research as Design-Design as Research (RADDAR), is outlined and a case study example is provided as means to illustrate its application.

 

Tangible Interfaces for Pervasive Gaming


Jung Bernhard Schrader Andreas Carlson Darren V.
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

With pervasive gaming, novel types of games have recently emerged. The idea is to apply pervasive computing technology - which embeds computers in real-world, everyday environments - to games. By bringing gaming back to natural, social interaction spaces, pervasive gaming aims to overcome some restrictions of conventional computer games: Players are no longer tied to computer screens and human-human interaction is not constrained by graphical user interfaces (GUIs), which is a crucial aspect of traditional non-computer games. Our approach to pervasive gaming also builds on tangible user interfaces (TUIs) where players interact with the game environment by physically grasping and moving real-world objects. In this paper, we propose a simple and cost-effective, but efficient and powerful approach to tangible and pervasive gaming based on Phidgets. The framework, as well as two example games, have been developed as part of a Game Design course at the ISNM.

 

Game Mediated Communication: Multiplayer Games as the Medium for Computer Based Communication


Wiklund Mats
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

As multiplayer games evolve in functionality and with respect to the number of participants, in-game communication between players is increasing. As in-game communication increases, games may be considered the natural medium for computer based communication in general. Special issues may arise due to the real-time nature of many games, as intraplayer communication must not interfere with other parts of the gameplay. To obtain information on the extent to which computer based chat is spontaneously associated with multiplayer games, an empirical study was conducted. Children from age 10 to age 15 were interviewed about their computer based communications. To ensure unbiased results, game related issues were never brought up by the interviewer. Results show that multiplayer games were spontaneously pinpointed by 16.83% of the interview subjects being asked about their computer chat habits. Positive remarks dominated, but some negative aspects were also mentioned, such as difficulty chatting and playing simultaneously.

 

Learning Games as a Platform for Simulated Science Practice


Magnussen Rikke
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

In recent years, science education has been the focus of study and development of new game-based learning environments. It has been argued that active and critical learning about rich semiotic systems, learning through learning communities and the complex problem-solving that good games involve, resemble science learning as being an active process of inquiry just as real life science practice. In this paper, I present the first studies from a test of the cross-disciplinary science educational game ‘Homicide’, a forensic investigation game developed at Learning Lab Denmark. The goal with Homicide is to use the game media to simulate an ‘authentic’ learning situation of science experts. In the game the players go through the process of inquiry similar to that of forensic experts. In this paper I present the first observations from a play test of Homicide and discuss the potential in this type of game-based learning spaces.

 

Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle


Copier Marinka
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

From a cultural history and game theoretical perspective my work focuses on the relationship between the fantasy subculture, fantasy role-playing games and the daily life of their participants in the Netherlands. Main research themes are the construction of game/play space and identities. Within this context I elaborate in this paper on the usefulness of the term magic circle (Johan Huizinga). I will argue why in game research the current use of the term magic circle is problematic. We can understand the term differently when returning to the context in which Huizinga introduced the magic circle as ritual play-ground. According to him ritual is play and play is ritual. Referring back to his work Homo Ludens (1938) I will discuss the various relationships between role-play and ritual performance. I will argue that fantasy role-playing consists of collections of performances or ritual acts, in which players construct the game/play space, identities and meaning.

 

A Short and Simple Definition of What a Videogame Is


Esposito Nicolas
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

Videogames have been studied seriously only for a few years. So, we can wonder how we could use the recent academic works to approach new design methods. This article proposes a first step: a short and simple definition of what a videogame is, this definition being connected with existing academic works about game, play, interactivity, and narrative. The definition is: A videogame is a game which we play thanks to an audiovisual apparatus and which can be based on a story. The article also shows what the videogame heritage teaches us about what a videogame is.

 

How Multiplayer Games Create New Media Politics


Konzack Lars Lindof Thessa
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

In this article we will propose a framework for massive multiplayer games, giving the players a raise of consciousness in understanding politics and society. We will set a mass media politics up against a new media politics as it emerges from the use of massive multiplayer games. We will start with a definition of mass media and new media, at the same time explaining the differences between the two. Afterwards we will give a definition of serious games. We finish the article with examples of games, which can give raise to counsciousness about political and societal problems and possibilities.

 

Realistic Agent Movement in Dynamic Game Environments


Graham Ross McCabe Hugh Sheridan Stephen
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding algorithms used presently in games and details their shortcomings. These shortcomings are particularly apparent when pathfinding must be carried out in real-time in dynamic environments. This paper proposes a strategy by which machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance traditional pathfinding algorithms to solve the real-time aspect of this problem. We describe a test bed system, currently in development, that incorporates these machine learning techniques into a 3D game engine.