Track: Gamification and serious games applications (III)
Room: Insikten Chair: Jana Rambusch
Time Author(s) Title Type
Vinutha Magal Shreenath, Maksims Kornevs, Jayanth Raghothama and Sebastiaan Meijer
A Feasibility Study for Gamification in Transport Maintenance
Gamification has been successfully applied in many domains, but mostly for simple, isolated and operational tasks. The hope for gamification as a method to radically change and improve behavior, to provide incentives for sustained engagement has proven to be more difficult to get right. Applying gamification in large networked organizations with heterogeneous tasks remains a challenge. Applying gamification in such enterprise environments posits different requirements, and a match between these requirements and the institution needs to be investigated before venturing into the design and implementation of gamification. The current paper contributes a study where the authors investigate the feasibility of implementing gamification in Trafikverket, the Swedish transport administration. Through an investigation of the institutional arrangements around data collection, procurement processes and links to institutional structures, the study finds areas within Trafikverket where gamification could be successfully applied, and suggests gaps and methods to apply gamification in other areas.
Frank Gaibler, Simon Faber, Sarah Edenhofer and Sebastian von Mammen
Drink & Drive: A Serious but Fun Game on Alcohol-Induced Impairments in Road Traffic
In this paper, we present Drink & Drive, a serious game about the effects of alcohol in individual transport. Al- though there were a few projects in place, we were eager to offer a more attractive gaming experience compared to the preceding projects, especially as the effects of drunk driving should be communicated to a young audience. Drink & Drive implements a competitive third-person racing game relying on well-known game mechanics. The goal of Drink & Drive is the motivation of a safe arrival by systematically avoiding any alcoholic beverages if driving. Accordingly, collectibles on the track can influence the driver’s state of perception, for the better and for the worse. The delicate balance between serious contents and gaming fun is established by placing great emphasis on a clear, playful design and the introduction of effective gamification elements that support an immersive, intrinsically motivating experience. In this paper, we motivate and present the design of Drink & Drive, we embed it into the context of related works and we provide preliminary results based on its presentation to forty students and faculty.
Track: Health and health care applications (III)
Room: Insikten Chair: Per Backlund
Time Author(s) Title Type
Per Backlund, Henrik Engström, Magnus Hagiwara, Mikael Johannesson and Hanna Maurin Söderholm
Enhancing immersion with contextualized scenarios Role-playing in prehospital care training
This paper discusses the method used in a field experiment with 12 paramedic teams (n=24) exploring how they perceive a novel training approach. Much simulation-based training in prehospital care is decontextualized, meaning that medical care is trained without taking other characteristics of prehospital care into account. In this paper we suggest how a richer setting (contextualization), which includes more of the complicating aspects of prehospital care, can be introduced and evaluated in prehospital training.
Paul Hatzigiannakoglou
Junk-Food Destroyer: Helping adolescents with Down syndrome to understand healthy eating through serious game
One research study carried out in adolescents with Down syndrome (DS) indicated that they consume fewer calories, vitamins and trace elements than they ought to according to the Recommended Daily Intake. A different study pointed out that people with Down syndrome start using computers from early childhood, displaying a liking for educational software, as well as for Video Games. In an attempt to make the most of this motivating occupation, and, at the same time, implement the positive effects resulting from playing Serious Games (SG) that promote a healthy diet to non-disabled children, I designed and developed a Serious Game of First Person Shooting (FPS) type (played either with a Wii-Remote or a mouse), which intends to help behavior change of adolescents with Down syndrome, so that they would adopt a more balanced nutrition. To avoid further low-calorie intake, the game presents only the benefits resulting from healthy food and beverage consumption compared to unhealthy ones, without mentioning quantity or caloric value.
Track: Learning and training (II)
Room: Spegeln Chair: Anna-Sofia Alklind Taylor
Time Author(s) Title Type
Alfa R. Yohannis and Yulius D. Prabowo
Sort Attack: Visualization and Gamification of Sorting Algorithm Learning
Algorithms are commonly perceived as a difficult subject, which is quite an irony as they have a fundamental role in computer science. Failure to master this subject will inhibit students’ capabilities as they advance to higher levels. Algorithm visualization, as an effort to overcome the problem, that has been growing towards gameful visualization recently it is presumed to be able to engage the learners longer and more intensely. However, integrating algorithm visualization, game elements, and instructional design is not a trivial task as it requires a careful design. Hence, a conceptual model of how algorithm learning instructions, algorithm visualization, and gamification improve learning outcomes was developed. While instructional design concerns with developing the best strategy for learning, algorithm visualization functions as a cognitive support provider and gamification works by delivering engagement. Both cognitive support and engagement moderate the learning instructions that concern with enhancing learning outcomes. Principles and elements originating from the three domains have to be taken into consideration during the designing process to produce an artifact that can deliver the essential functions of each domain. A working artifact was then constructed, as the instantiation of the model, to validate whether the idea of integrating algorithm visualization and gamification into algorithm learning instructions is capable enough to improve learning outcomes. Based on our respondents’ learning outcomes, it was found the artifact can significantly improve the procedural knowledge of learners that are indicated by their increased capability in solving sorting algorithm problems.
Julia Rauscher, Katharina Eckardt, Sarah Edenhofer and Sebastian von Mammen
Cloud Computing - An Educational Game on Weather Phenomena
We experience weather every day, yet many people do not know how different weather phenomena come about. In this work, we present “Cloud Computing”, an educational game that instills a meaningful subset of the according relationships and mechanisms. In the game, weather phenomena are animated based on environmental parameters entered by the user. The user is engaged by “weather quests”, for example the task to create a thunderstorm. The user improves his highscore and le- vels up solving such quests. The challenge of setting the parame- ters rises with an increasing level, but exuberant difficulty is dili- gently avoided. Intermittent tests and evaluations involving po- tential users determined the final design of the game. The availa- ble scientific data significantly shaped its basic structure as well as its aesthetics. Cloud Computing was thoroughly evaluated by more than thirty persons in order to ensure its effectiveness— both in terms of engagement and learning targets. The survey is included towards the end of this paper.
10:20-11:00Coffee Break
Track: Affective computing and technologies (II)
Room: Insikten Chair: Alun Evans
Time Author(s) Title Type
Fabrizio Balducci, Costantino Grana and Rita Cucchiara
Classification of Affective Data to Evaluate the Level Design in a Role-playing Videogame
This paper presents a novel approach to evaluate game level design strategies, applied to role playing games. Following a set of well defined guidelines, two game levels were designed for Neverwinter Nights 2 to manipulate particular emotions like boredom or flow, and tested by 13 subjects wearing a brain computer interface helmet. A set of features was extracted from the affective data logs and used to classify different parts of the gaming sessions, to verify the correspondence of the original level aims and the effective results on people emotions. The very interesting correlations observed, suggest that the technique is extensible to other similar evaluation tasks.
Athanasios Vourvopoulos, Fotis Liarokapis and Mon-Chu Chen
The Effect of Prior Gaming Experience in Motor Imagery Training for Brain-Computer Interfaces: A Pilot Study
Brain–Computer Interfaces (BCIs) are communication systems which translate brain activity into control commands in order to be used by computer systems. In recent years, BCIs had been used as an input method for video games and virtual environments mainly as research prototypes. However, BCI training requires long and repetitive trials resulting in user fatigue and low performance. Past research in BCI was mostly oriented around the signal processing layers neglecting the human aspect in the loop. In this paper, we are focusing at the effect that prior gaming experience has at the brain pattern modulation as an attempt to systematically identify all these elements that contribute to high BCI control. Based on current literature, we argue that experienced gamers could have better performance in BCI training due to enhanced sensorimotor learning derived from gaming. To achieve this a pilot study with 12 participants was conducted, undergoing 3 BCI training sessions, resulting in 36 EEG datasets. Results show that a strong gaming profile not only could possibly enhance the performance in BCI training through Motor-Imagery but it can also increase EEG rhythm activity.
12:00-12:15Conference closing and presentation of next year's conference
Room: Insikten