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Cover of Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues
Whitepaper14 pages

Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues

Player-centered game design prioritizes the user experience over traditional developer-centric metrics to foster deeper engagement and minimize frustration.

  • Player-centered design relies on five core pillars: physics, sound, narrative, intuitiveness, and freedom of expression to drive engagement and minimize frustration.
  • Experienced players are more critical of design flaws than novices, showing heightened sensitivity to issues with intuitiveness, narrative coherence, and freedom of expression.
  • The importance of the five design pillars varies by genre, with first-person shooters specifically requiring high-quality physics and sound to maintain immersion.
IFIP International Conference on Entertainment Computing (ICEC)Jan 2004
Cover of Chess Endgames: Data and Strategy
Whitepaper18 pages

Chess Endgames: Data and Strategy

The development of advanced chess endgame tablebases marks a significant evolution in computational strategy, moving beyond traditional Depth-to-Mate metrics toward more efficient alternatives like Depth to Conversion and Depth to Zeroing.

  • Modern chess engines are shifting from traditional Depth-to-Mate metrics toward more efficient alternatives like Depth to Conversion (DTC) and Depth to Zeroing (DTZ) to optimize 3-to-6-man endgame performance.
  • Integrating DTZ50 and DTR metrics allows engines to navigate the constraints of the 50-move rule, preventing forced draws in positions that were previously misplayed as winning.
  • Traditional endgame strategies frequently result in unnecessary draws because they fail to account for the practical move-limit constraints inherent in high-level play.
Kluwer Academic PublishersJan 2004
Cover of Facilitating Learning in a Real Time Strategy Computer Game
Whitepaper8 pages

Facilitating Learning in a Real Time Strategy Computer Game

This research explores the development and implementation of a just-in-time (JIT) help system designed to improve user learning in real-time strategy (RTS) computer games.

  • Just-in-time (JIT) help systems in RTS games aim to replace rigid tutorials by monitoring player actions to deliver context-sensitive hints that support motor, perceptual, and strategic skill acquisition.
  • In testing the 'Tubby Terror' RTS platform, the ratio of player-identified helpful hints declined from 62% in the first phase to 54% in the second phase.
  • The study's small sample size of twelve psychology students limited the ability to generalize findings or effectively calibrate the system's hint-weighting parameters.
IFIP International Conference on Entertainment Computing (ICEC)Jan 2003
Cover of A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants
Whitepaper8 pages

A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants

This research introduces a quantitative metric to evaluate the entertainment value of board games, specifically focusing on the evolutionary trajectory of chess variants.

  • The entertainment value of a board game, E(G), is quantitatively defined by the ratio between the average number of plausible moves and the average game length, where a lower value indicates higher entertainment.
  • Historical evolution of chess variants demonstrates a deliberate optimization process aimed at balancing strategic complexity with player engagement by reducing E(G).
  • Modern chess has reached a mature equilibrium by utilizing powerful pieces like the Queen and modern promotion rules to minimize game duration and draw frequencies compared to earlier variants.
IFIP International Conference on Entertainment Computing (ICEC)Jan 2003
Cover of The Technoludic Film: Images of Video Games in Movies (1973–2001)
Whitepaper6 pages

The Technoludic Film: Images of Video Games in Movies (1973–2001)

The technoludic film represents a distinct cinematic genre emerging from the convergence of video games and traditional film.

  • The 'technoludic film' genre emerged from the convergence of cinema and video games, as evidenced by an analysis of 53 feature-length commercial films released between 1973 and 2001.
  • Cinema incorporates electronic gaming through four distinct modes: commentary, quotation, adaptation, and remediation.
  • Adaptation and remediation represent a structural shift where traditional cinema adopts gaming conventions, including non-linear narratives, role-playing metaphors, and digital aesthetics.
IFIP International Conference on Entertainment Computing (ICEC)Jan 2003
Cover of Use of Computer and Video Games in the Classroom
Report12 pages

Use of Computer and Video Games in the Classroom

This paper examines how commercial, entertainment-oriented computer and video games are used within formal classroom instruction, drawing on informal surveys conducted in 2002 and 2003 that were focused primarily on UK schools but extended to the United States, mainland Europe, and Australia to provide comparative context.

  • Games were mostly used outside the core curriculum, in research pilots, competitions, computer clubs, literacy and critique activities, and as behavioural rewards, rather than as part of formal lessons.
  • Strategy and simulation titles such as Sim City and RollerCoaster Tycoon were the most common classroom games, valued for their relevance across subjects and their ability to engage students.
  • Teachers reported high pupil engagement and sometimes markedly increased group discussion and collaboration when games were used.
DiGRAJan 2003
Cover of Tiny Patches of Peace: Signs of Agency in Digital Games
Whitepaper12 pages

Tiny Patches of Peace: Signs of Agency in Digital Games

Cindy Poremba's study examines how player-created modifications function as a form of authorship in digital games, with particular attention to peace-themed works produced after September 11, 2001.

  • Player-created modifications are framed as an independent form of authorship that both expresses and reinforces the player's legitimacy as an author, with the study focusing on peace-themed mods made after September 11, 2001.
  • Cindy Poremba's analysis centers on two cases: the anti-war Counter-Strike modification "Velvet-Strike" and the anti-war posters "Tiny Signs of Hope" created for The Sims.
  • Velvet-Strike adopts a "gamer" persona to gain credibility within the combative first-person shooter community while aiming its message at an outside audience of artists and activists.
DiGRAJan 2003
Cover of A Multidimensional Typology of Games
Whitepaper7 pages

A Multidimensional Typology of Games

Aarseth, Smedstad, and Sunnanå propose a multidimensional typology for classifying games set in simulated virtual environments, aiming to replace the ad hoc genre labels used by the gaming industry and popular press with a more rigorous analytical framework.

  • Aarseth, Smedstad, and Sunnanå propose a multidimensional typology of virtual-environment games to replace ad hoc industry and press genre labels with a more rigorous analytical framework.
  • The typology comprises fifteen dimensions grouped under Space, Time, Player-structure, Control, and Rules, including perspective (omni-present vs. vagrant), pace (realtime vs. turnbased), and teleology (finite vs. infinite).
  • The dimensions were derived by comparing pairs of similar games, such as Morrowind and Diablo, and extracting principles intended to apply broadly across games.
DiGRAJan 2003
Cover of Game Design Patterns
Whitepaper15 pages

Game Design Patterns

"Game Design Patterns" by Björk, Lundgren, and Holopainen addresses a gap between games research and industry practice: the absence of a shared language for describing and designing games.

  • The report proposes an interaction-centered model for describing and designing games, addressing the lack of a shared vocabulary between games research and industry practice, rather than framing games around narrative.
  • The model pairs a structural framework (game instances, sessions, and components grouped into bounding, temporal, and objective categories) with a collection of reusable interaction patterns.
  • The patterns were derived from interviews with nine professional designers and a five-step harvesting method that produced over 200 pattern candidates.
DiGRAJan 2003
Cover of From Text to Talk: Multiplayer Games and Voiceover IP
Whitepaper14 pages

From Text to Talk: Multiplayer Games and Voiceover IP

This study examines how voice-over IP, as used in systems like Roger Wilco and Xbox Live, reshapes the social experience of multiplayer gaming compared with text chat.

  • Voice communication in multiplayer games shapes social dynamics differently than text chat, and the medium itself alters language functions, identity management, presence, and social protocols.
  • In a Soldiers of Fortune clan, voice communication produced better coordination, higher scores, and a stronger sense of security than text, which players disliked and used sparingly.
  • Strangers on Xbox Live relied on formulaic greetings and "scoping" to protect their identities, while co-located friends playing Halo produced high-energy, simultaneous talk oriented toward joshing, crowing, and strategy.
DiGRAJan 2003
Cover of Gamescapes: Exploration and Virtual Presence in Game-Worlds
Whitepaper13 pages

Gamescapes: Exploration and Virtual Presence in Game-Worlds

Geoff King and Tanya Krzywinska's "Gamescapes" examines how video game worlds shape players' experience of exploration and virtual presence.

  • Restriction is treated as a deliberate design tool rather than mere limitation, with designers balancing 'hard' and 'soft' boundaries to govern pleasure, fear, and narrative and to manage the tension between constraint and freedom.
  • Perspective is a major determinant of presence: isometric and god-view strategy games offer the most distanced experience, third-person games a mediated sense of being in the world, and first-person games the strongest illusion of presence.
  • Games can generate powerful psychological immersion through gameplay alone, independent of sensory realism, though early haptics such as the dual-shock controller's crude vibration remained far from true virtual reality fidelity.
DiGRAJan 2003
Cover of Delightful Identification & Persuasion: Towards an Analytical and Applied Rhetoric of Digital Games
Whitepaper15 pages

Delightful Identification & Persuasion: Towards an Analytical and Applied Rhetoric of Digital Games

This document develops a theoretical rhetoric of digital games, arguing that gameplay constitutes a symbolic performance among designer, game, and player in which players are persuaded and come to identify with a game's design.

  • Gameplay is framed as a symbolic performance among designer, game, and player, in which players are persuaded and come to identify with a game's design, drawing on Aristotle's rhetorical triad and Burke's concept of identification.
  • Persuasion in games becomes visible through behavioral change: the shift from not playing to playing, and from playing to continuing.
  • The model rests on three couplings between designer and player: systemic (an experiential "eigenworld" of reciprocal control, mastery, and empowerment), symbolic (performance loops grounded in identification), and structural (aligning the game's motivational offers and demands with player expectations).
DiGRAJan 2003

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