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Graz University of Technology

Organization4 reports

4 reports, presentations and talks by Graz University of Technology in the Game Industry Library, the newest “GameDevDojo: An Educational Game for Teaching Game Development Concepts” (2024).

Documents

Cover of GameDevDojo: An Educational Game for Teaching Game Development Concepts
Whitepaper9 pages

GameDevDojo: An Educational Game for Teaching Game Development Concepts

GameDevDojo functions as an interactive, physics-based educational platform designed to bridge the gap between theoretical game development concepts and practical application.

  • An evaluation of 57 students demonstrated that game-based learning significantly outperforms traditional text-based instruction in both knowledge acquisition and student motivation.
  • While both experimental and control groups showed measurable knowledge gains, the game-based cohort maintained higher interest levels, whereas the theoretical group experienced a decline in engagement.
  • Active engagement with the GameDevDojo platform facilitates faster mastery of complex, high-level technical tasks compared to conventional study methods.
Graz University of TechnologyMay 2024
Cover of ISPO: A Serious Game to Train the Interview Skills of Police Officers
Whitepaper19 pages

ISPO: A Serious Game to Train the Interview Skills of Police Officers

The Interview Skills for Police Officers (ISPO) project establishes a digital training framework designed to enhance the investigative capabilities of law enforcement through serious gaming.

  • The ISPO project utilizes Intelligent Virtual Agents to provide a scalable, repeatable digital training environment for police officers to practice investigative interviewing techniques.
  • Empirical testing with 194 participants showed that the simulation effectively reduces reliance on dominance-based tactics in favor of empathetic engagement and structured communication.
  • The platform is designed to teach established investigative protocols, specifically the PEACE model and the Cognitive Interview, through real-time feedback and post-session analysis.
Instituto Superior TécnicoNov 2022
Cover of #StayHome Playing LoL: Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns
Whitepaper12 pages

#StayHome Playing LoL: Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns

The COVID-19 pandemic transformed digital environments into essential social infrastructure, as evidenced by a comprehensive analysis of League of Legends telemetry data from September 2019 to September 2020.

  • The depth of interpersonal connection, rather than gameplay alone, was the primary driver of long-term user retention during the September 2019 to September 2020 period.
  • Government-mandated lockdowns in North America, Western Europe, and South Korea directly correlated with significant surges in both total player turnout and match frequency.
  • While the pandemic drove a global influx of new participants, the majority of these users treated League of Legends as a transient coping mechanism and exited the platform once restrictions were lifted.
Graz University of TechnologyAug 2021
Cover of Game Elements Improve Performance in a Working Memory Training Task
Whitepaper14 pages

Game Elements Improve Performance in a Working Memory Training Task

Integrating game elements into cognitive training tasks significantly enhances user performance and operational efficiency.

  • Gamification elements such as progress bars and level indicators significantly increase user performance and operational efficiency in working memory training tasks.
  • The integration of game mechanics encourages participants to utilize their maximum working memory capacity more effectively than conventional, non-gamified training methods.
  • Gamification acts as a performance catalyst for objective output without fundamentally altering a user’s maximum cognitive capacity.
International Journal of Serious GamesFeb 2015

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