game development

  • 文章类型: Journal Article
    鉴于癌症是一种具有挑战性的疾病,困扰着全球所有年龄段和社会经济状况的数百万人,年轻人往往缺乏适当的发展教育,尤其是青少年。使用创新策略提高青少年的癌症意识和预防教育,比如基于游戏的学习,对减轻这种疾病的负担至关重要。青少年在癌症预防和控制领域的研究不足,然而,当他们解决创造终身健康行为模式时,他们是脆弱的。针对青少年的癌症预防教育有可能支持长期健康行为并降低其患癌症的风险。本文概述了基于游戏的新型癌症预防教育工具的MEDication使用与家庭健康合作研究(CRoME)Lab。OutSMART癌症是一种创新,以严肃游戏的形式进行新颖的教育干预。严肃的游戏是一种教育工具,旨在传授知识并改善玩家的行为。这个游戏涵盖了与乳腺癌相关的信息,结肠癌,还有肺癌.这个观点是对OutSMART癌症游戏发展过程的总结。我们详细描述了最初游戏开发之前的工作,游戏的当前版本,游戏的未来方向,以及它的教育潜力。OutSMART癌症的长期目标是提高青少年对癌症预防行为的认识和知识,并支持一生的健康和保健。
    Given that cancer is a challenging disease that plagues millions of individuals of all age groups and socioeconomic statuses globally, developmentally appropriate education is often lacking for young people, particularly adolescents. Increasing cancer awareness and prevention education among adolescents using innovative strategies, such as game-based learning, is critical in reducing the burden of this disease. Adolescents are understudied in the field of cancer prevention and control, yet vulnerable as they tackle creating life-long health behavior patterns. Targeting cancer prevention education for adolescents has the potential to support long-term healthy behavior and reduce their risk of cancer. This paper provides an overview of the Collaborative Research on MEdication use and family health (CRoME) Lab\'s novel game-based cancer prevention education tool. OutSMART Cancer is an innovative, novel educational intervention in the form of a serious game. Serious games are educational tools that seek to impart knowledge and improve behaviors in their players. This game covers information related to breast cancer, colon cancer, and lung cancer. This viewpoint is a summary of the developmental process for the OutSMART Cancer game. We describe in detail the work preceding initial game development, the current version of the game, future directions for the game, and its educational potential. The long-term goal of OutSMART Cancer is to improve cancer awareness and knowledge regarding prevention behaviors in adolescents and support a lifetime of health and wellness.
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  • 文章类型: Journal Article
    背景:许多有有害成瘾行为的人可能不符合疾病的正式诊断阈值。一种维度的方法,相比之下,包括临床和社区样本,可能是早期发现的关键,预防,和干预。重要的是,而神经认知功能障碍是成瘾行为的基础,神经认知评估的既定评估工具是冗长而无吸引力的,难以大规模管理,不适合临床或社区需求。BrainPark认知评估(BrainPAC)项目旨在开发和验证一种引人入胜且用户友好的数字评估工具,旨在全面评估支持成瘾行为的主要共识驱动结构。
    目的:这项研究的目的是在心理上验证一系列基于共识的神经认知任务的游戏化对标准实验室范式的影响,确定测试-重测可靠性,并确定他们对成瘾行为的敏感性(例如,酒精使用)和其他危险因素(例如,特质冲动)。
    方法:选择金标准实验室范式来测量关键的神经认知结构(气球模拟风险任务[BART],停止信号任务[SST],延迟贴现任务[DDT],值调制注意力捕获[VMAC]任务,和顺序决策任务[SDT]),得到一个国际成瘾专家小组的认可;即反应选择和抑制,奖励估价,动作选择,奖励学习,期望和奖励预测误差,习惯,和强迫性。与游戏开发者合作,通过MechanicalTurk使用横截面设计,在3个连续队列(总共N=600)和一个单独的测试-重测队列(N=50)中开发并验证了BrainPAC任务。
    结果:在大多数指标上,BrainPAC任务与原始实验室范例显着相关(r=0.18-0.63,P<0.05)。除DDTk函数和VMAC总分外,5个任务的所有其他任务指标在游戏化和非游戏化版本之间没有差异(P>.05)。在5个任务中,4证明了足够的重测可靠性(组内相关系数0.72-0.91,P<.001;SDT除外)。游戏化指标与行为清单上的成瘾行为显着相关,尽管在很大程度上独立于已知的预测成瘾风险的基于特征的量表。
    结论:一组专门构建的数字游戏化任务对于对支持成瘾行为的关键神经认知过程的可扩展评估是足够有效的。这一验证提供了一种新方法的证据,据称是为了增强任务参与度,在评估与成瘾相关的神经认知方面是可行的,并且在经验上是合理的。这些发现对于风险检测和下一代评估工具的成功部署具有重要意义,用于药物使用或滥用以及其他以与动机和自我调节相关的神经认知异常为特征的精神障碍。BrainPAC工具的未来开发和验证应考虑进一步加强与既定措施的融合,并收集人口代表性数据以在临床上用作规范比较。
    Many people with harmful addictive behaviors may not meet formal diagnostic thresholds for a disorder. A dimensional approach, by contrast, including clinical and community samples, is potentially key to early detection, prevention, and intervention. Importantly, while neurocognitive dysfunction underpins addictive behaviors, established assessment tools for neurocognitive assessment are lengthy and unengaging, difficult to administer at scale, and not suited to clinical or community needs. The BrainPark Assessment of Cognition (BrainPAC) Project sought to develop and validate an engaging and user-friendly digital assessment tool purpose-built to comprehensively assess the main consensus-driven constructs underpinning addictive behaviors.
    The purpose of this study was to psychometrically validate a gamified battery of consensus-based neurocognitive tasks against standard laboratory paradigms, ascertain test-retest reliability, and determine their sensitivity to addictive behaviors (eg, alcohol use) and other risk factors (eg, trait impulsivity).
    Gold standard laboratory paradigms were selected to measure key neurocognitive constructs (Balloon Analogue Risk Task [BART], Stop Signal Task [SST], Delay Discounting Task [DDT], Value-Modulated Attentional Capture [VMAC] Task, and Sequential Decision-Making Task [SDT]), as endorsed by an international panel of addiction experts; namely, response selection and inhibition, reward valuation, action selection, reward learning, expectancy and reward prediction error, habit, and compulsivity. Working with game developers, BrainPAC tasks were developed and validated in 3 successive cohorts (total N=600) and a separate test-retest cohort (N=50) via Mechanical Turk using a cross-sectional design.
    BrainPAC tasks were significantly correlated with the original laboratory paradigms on most metrics (r=0.18-0.63, P<.05). With the exception of the DDT k function and VMAC total points, all other task metrics across the 5 tasks did not differ between the gamified and nongamified versions (P>.05). Out of 5 tasks, 4 demonstrated adequate to excellent test-retest reliability (intraclass correlation coefficient 0.72-0.91, P<.001; except SDT). Gamified metrics were significantly associated with addictive behaviors on behavioral inventories, though largely independent of trait-based scales known to predict addiction risk.
    A purpose-built battery of digitally gamified tasks is sufficiently valid for the scalable assessment of key neurocognitive processes underpinning addictive behaviors. This validation provides evidence that a novel approach, purported to enhance task engagement, in the assessment of addiction-related neurocognition is feasible and empirically defensible. These findings have significant implications for risk detection and the successful deployment of next-generation assessment tools for substance use or misuse and other mental disorders characterized by neurocognitive anomalies related to motivation and self-regulation. Future development and validation of the BrainPAC tool should consider further enhancing convergence with established measures as well as collecting population-representative data to use clinically as normative comparisons.
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  • 文章类型: Journal Article
    数字游戏行业已经接受了服务化-以生产为基础的公司以客户为中心的战略方向-以深度货币化数字游戏。尽管有些人注意到提供服务的资源密集型性质,并提出了采用服务的固有风险,现存的文学是不加批判的。本文借鉴劳动过程理论来批评服务化对生产点工人的影响。我们在一家大型北美游戏开发工作室进行了深入采访。结果表明,服务化的人力成本,通常被财务考虑所掩盖。具体来说,我们认为,服务化增加了劳动力的不确定性,如果服务化要实现其成本效益潜力,就必须对此进行补偿。结果是通过额外的控制命令来加剧劳动力,这些命令使工人通过确定性的成功指标对消费者负责,影响创作过程并实时指导创意输出。
    The digital game industry has embraced servitization - a strategic orientation toward customer centricity in production-based firms - to deeply monetize digital games. Though some note the resource-intensive nature of delivering services and suggest inherent risks in its adoption, extant literature is uncritical. This article draws on labour process theory to critique the impact of servitization on workers at the point of production. We conducted in-depth interviews at a large North American game development studio. The results show the human cost of servitization, generally overshadowed by financial considerations. Specifically, we theorize that servitization increases the indeterminacy of labour and this must be compensated for if servitization is to realize its cost-benefit potential. The result is an intensification of labour through additional control imperatives which make workers accountable to consumers through deterministic success metrics, impact the creative process and direct creative outputs in real time.
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  • 文章类型: Journal Article
    背景:用户参与被广泛认为是设计有效的健康应用游戏的关键。这对作为目标受众的儿童和年轻人尤其如此,谁的能力,需要,和偏好可以大大不同于那些成人设计师和球员。然而,关于儿童和年轻人如何具体参与应用游戏的设计,几乎没有共同的知识,更不用说就如何有效地这样做达成共识的指导了。
    目的:本范围审查的目的是描述哪些用户参与方法已用于设计儿童和年轻人的应用游戏,这些方法是如何实现的,儿童和年轻人参与了什么角色,以及哪些因素影响了他们的参与。
    方法:我们在ACM数字图书馆进行了系统的文献检索和选择,IEEEXplore,Scopus,和WebofScience数据库使用最新的系统审查软件进行筛选,选择,和数据提取。然后,我们使用NVivo对提取的数据进行了定性内容分析。
    结果:我们检索了1085条记录,其中47人(4.33%)符合资格标准。主要参与方法是参与式设计(20/47,43%)和协同设计(16/47,37%),通过纸质原型设计,涵盖了广泛的45项具体活动,小组讨论,而游戏测试是最频繁的。只有一半的研究(24/47,51%),儿童和年轻人作为真正的设计合作伙伴参与。我们的定性内容分析提出了影响他们成功参与的5个因素:理解,凝聚力,信心,可访问性,和时间限制。
    结论:共同设计,参与式设计,和类似的高级标签,目前在现场使用的光泽非常不均匀的程度的参与设计和各种各样的实现,极大地影响实际的用户参与。该领域将受益于对用户参与的原因的更仔细的考虑和记录。未来的研究应探索具体的活动和配置,以应对儿童和年轻人参与的共同挑战,比如理解,凝聚力,信心,和可访问性。
    BACKGROUND: User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target audiences, whose abilities, needs, and preferences can diverge substantially from those of adult designers and players. Nevertheless, there is little shared knowledge about how concretely children and young people have been involved in the design of applied games, let alone consensus guidance on how to do so effectively.
    OBJECTIVE: The aim of this scoping review was to describe which user involvement methods have been used in the design of applied games with children and young people, how these methods were implemented, and in what roles children and young people were involved as well as what factors affected their involvement.
    METHODS: We conducted a systematic literature search and selection across the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases using State of the Art through Systematic Review software for screening, selection, and data extraction. We then conducted a qualitative content analysis on the extracted data using NVivo.
    RESULTS: We retrieved 1085 records, of which 47 (4.33%) met the eligibility criteria. The chief involvement methods were participatory design (20/47, 43%) and co-design (16/47, 37%), spanning a wide range of 45 concrete activities with paper prototyping, group discussions, and playtesting being the most frequent. In only half of the studies (24/47, 51%), children and young people participated as true design partners. Our qualitative content analysis suggested 5 factors that affect their successful involvement: comprehension, cohesion, confidence, accessibility, and time constraints.
    CONCLUSIONS: Co-design, participatory design, and similar high-level labels that are currently used in the field gloss over very uneven degrees of participation in design and a wide variety of implementations that greatly affect actual user involvement. This field would benefit from more careful consideration and documentation of the reason of user involvement. Future research should explore concrete activities and configurations that can address the common challenges of involving children and young people, such as comprehension, cohesion, confidence, and accessibility.
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  • 文章类型: Journal Article
    游戏开发是一个集体过程,在这个过程中,来自不同背景的各种不同专业人员不仅通过对话互动而且通过协作参与进行协作。其中之一就是编程。虽然协作和配对编程解决方案存在于基于文本的编程语言中,视觉编程并没有得到太多的关注。这些解决方案不仅可以解决团队成员之间的高级业务交流形式,还可以在远程学习中找到用途。这在大流行期间会很有用。在我们的工作中,我们提出了一种通过同步和异步协作模式使用行为树的NPC协作行为动画的解决方案。我们对12名中等技能的游戏开发大学生进行了用户研究,他们被安排成两个一组,并使用同步和异步模式以及实时预览的辅助功能从事联合固定行为树开发任务,从行为树历史访问和恢复以前的状态,解决冲突,和即时消息。参与者还完成了一项控制任务,其中不涉及任何协作并且没有辅助功能。反馈表创造力支持指数,一份自行编制的问卷,并收集了半结构化访谈。此外,已记录任务完成时间。结果表明,两种协作模式提供了比控制条件的预期改进。两种协作模式之间没有发现显着差异。然而,半结构化的采访表明,同步模式可能有助于快速原型设计,而异步模式-对于大多数其他情况。
    UNASSIGNED:在线版本包含补充材料,可在10.1007/s11042-022-12307-2获得。
    Game development is a collective process in which a variety of different professionals from different backgrounds collaborate together not only by means of conversational interaction but also collaborative participation, one of which is programming. While collaborative and pair programming solutions exist for text-based programming languages, visual programming has not enjoyed as much attention. These solutions would not only address advanced forms of business communication among team members but could find their use in distance learning, which would have been useful during the pandemic. In our work, we propose a solution for collaborative behavioral animation of NPCs using behavior trees through synchronous and asynchronous modes of collaboration. We conducted a user study with 12 moderately skilled game development university students who were placed in groups of two and engaged in joint fixed behavior tree development tasks using the synchronous and asynchronous modes and auxiliary features of live preview, access and restoration of previous states from behavior tree history, conflict resolution, and instant messaging. Participants also completed a control task where no collaboration was involved and auxiliary features were not available. Feedback form Creativity Support Index, a self-developed questionnaire, and a semi-structured interview were collected. Additionally, task completion times were logged. The results indicate that the two collaborative modes provide expected improvement over the control condition. No significant differences were found between the two collaborative modes. However, the semi-structed interview revealed that the synchronous mode could be useful for quick prototyping, while the asynchronous mode - for most other situations.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s11042-022-12307-2.
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  • 文章类型: Journal Article
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  • 文章类型: Journal Article
    各种生产规模的商业游戏制造商越来越多地将直播纳入游戏开发周期的每个阶段。像Fortnite和英雄联盟这样的主流热门歌曲在很大程度上归功于他们对彩带的大规模吸收,而主要出版商的AAA版本可以可靠地期待流媒体平台上的重大关注。但是更小的,预算更低的游戏?对于独立游戏开发商来说,流媒体的成本和收益不太清楚。根据对多伦多和蒙特利尔小型商业独立开发商的采访,这篇文章批判性地研究了围绕流媒体和商业独立游戏的不同论述,关注开发者对流媒体的好处和风险及其对独立游戏制作实践的影响的看法,包括生产,促销,和社区建设。与关于流媒体作为“可发现性”的关键的持续流行神话相反,商业独立游戏开发仍然是一种不稳定的文化工作形式,独立游戏在流媒体平台上只吸引了一小部分观众。对于导致给定游戏成功的因素,存在高度的不确定性,让许多独立开发者对利用影响者的注意力感到矛盾,即使他们投入了大量的时间和精力试图这样做。
    Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to \'discoverability\', commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game\'s success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so.
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  • 文章类型: Journal Article
    游戏开发产业不断壮大,和培训新的开发者在游戏开发特定的能力是必不可少的,以满足其需要熟练的游戏开发者。这些开发人员需要有效的学习资源来获取他们需要的信息并提高他们的游戏开发技能。问答(Q&A)网站是软件开发中最常用的在线学习资源之一。许多研究调查了问答网站如何帮助软件开发人员变得更有经验。然而,没有研究探索针对游戏开发的问答网站,关于游戏开发者如何使用和与这些网站互动的信息很少。在本文中,我们通过分析我们从他们的网站收集的游戏开发数据,以及我们与游戏开发者进行的一项调查中收到的347个回复,研究了四个问答社区。我们观察到社区在过去几年中有所下降,并确定了与这些变化相关的因素。使用潜在狄利克雷分配(LDA)模型,我们描述了社区中讨论的主题。我们还分析了社区之间的主题差异,并确定了讨论最多的主题。此外,我们发现,调查受访者对社区的看法大多是负面的,一旦他们变得更有经验,他们就倾向于停止使用网站。最后,我们提供游戏开发者应该在哪里发布他们的问题的建议,这可以帮助减轻网站的下降并提高其有效性。
    The game development industry is growing, and training new developers in game development-specific abilities is essential to satisfying its need for skilled game developers. These developers require effective learning resources to acquire the information they need and improve their game development skills. Question and Answer (Q&A) websites stand out as some of the most used online learning resources in software development. Many studies have investigated how Q&A websites help software developers become more experienced. However, no studies have explored Q&A websites aimed at game development, and there is little information about how game developers use and interact with these websites. In this paper, we study four Q&A communities by analyzing game development data we collected from their websites and the 347 responses received on a survey we ran with game developers. We observe that the communities have declined over the past few years and identify factors that correlate to these changes. Using a Latent Dirichlet Allocation (LDA) model, we characterize the topics discussed in the communities. We also analyze how topics differ across communities and identify the most discussed topics. Furthermore, we find that survey respondents have a mostly negative view of the communities and tended to stop using the websites once they became more experienced. Finally, we provide recommendations on where game developers should post their questions, which can help mitigate the websites\' declines and improve their effectiveness.
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  • 文章类型: Journal Article
    背景:在伦理和方法论论证的基础上,已经发出了许多呼吁,以增加最终用户在严肃游戏(SGs)开发中的参与。让最终用户参与开发过程被认为是为他们设计的教育软件赋予权力和控制权的一种方式。它还可以帮助确定SGs设计中需要改进的领域,并提高其在有针对性的学习成果中的功效。然而,没有公认的准则或框架来指导最终用户参与SG开发。
    目的:本研究的目的是描述最终用户如何参与开发用于医疗保健专业教育的SGs。
    方法:我们研究了在随机试验中已经达到疗效评估阶段的45个SGs的发展情况。一位作者基于SGs的设计和开发框架,使用临时表单进行了数据提取。然后根据相似性对数据进行编码和合成。在第二作者的参与下,对编码方案进行了迭代改进。结果使用频率和百分比表示。
    结果:最终用户参与了45个SGs中的21个SGs的开发。涉及的最终用户数量从12到36不等。最终用户经常参与回答在SG设计(n=6)或测试原型(n=12)期间出现的特定问题。在许多情况下,研究人员征求了最终用户关于要达到的目标(n=10)或SGs的功能美学(n=7)的意见。大多数研究人员使用自我报告问卷(n=7)。
    结论:研究人员提到最终用户参与开发不到一半的已确定SGs,这种参与也被描述得很糟糕。这些发现对评估最终用户参与对SGs功效的影响以及对其参与提出建议具有重大限制。
    BACKGROUND: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users\' involvement in SG development.
    OBJECTIVE: The aim of this study is to describe how end users are involved in the development of SGs for health care professions education.
    METHODS: We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages.
    RESULTS: End users\' involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7).
    CONCLUSIONS: Researchers mentioned end users\' involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.
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  • 文章类型: Journal Article
    This article draws on over 60 interviews and 120 surveys with indie game developers to illustrate relational labour and entrepreneurship practices in cultural industries and their relationship to \'good work\'. We first outline the changing organization of games work, the shift towards so-called indie production, and the associated rejection of creatively constrained, hierarchically managed production models. In the move towards small-scale games making, indies jettisoned producers because producers represented industry modes of work, values and creative constraints. But indies are now struggling to manage production processes without producers. We use developer narratives to highlight how this \'missing producer\' work is redistributed in the form of cultural entrepreneurship, cultural intermediation and relational labour. This relational labour simultaneously supports and undermines sustainable production practices, as developers take on impossible workloads associated with networking and connecting with others. We next illustrate how the inherent valorization of growth and expansion in cultural entrepreneurship discourses may force developers to mimic industry practices and organization in order to find funding, but these practices inherently conflict with their desire to focus on making games as small, sustainable and creatively autonomous teams. Ultimately, we want to demonstrate how interviews and time spent with indie developers help us account for otherwise invisible and ambiguous cultural labour practices and discourses, thus allowing us to make sense of the larger context of cultural production and its possible futures.
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