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Joint International Conference on Serious Games (JCSG)

Research7 reports

Conference on serious games, published in Springer LNCS. Only open-access chapters and repository copies are included.

Documents

Cover of The BlockQuest Game: Digital Behavioral Phenotyping of ADHD Using Embodied Serious Game in VR
Whitepaper10 pages

The BlockQuest Game: Digital Behavioral Phenotyping of ADHD Using Embodied Serious Game in VR

The BlockQuest game introduces a novel, embodied virtual reality (VR) paradigm designed to improve the digital behavioral phenotyping of Attention-Deficit/Hyperactivity Disorder (ADHD).

  • BlockQuest utilizes an embodied VR environment to conduct digital behavioral phenotyping of ADHD, moving beyond traditional outcome-oriented assessments to capture real-time interactions between perception, cognition, and motor processes.
  • The system records high-dimensional data including eye gaze, body and hand positioning, and object dynamics within a 320 cm by 406 cm play boundary to analyze moment-to-moment behavioral patterns.
  • The game features five levels of increasing cognitive and motor complexity that require participants to perform block-construction tasks involving information searching, strategic planning, and working memory.
Joint International Conference on Serious Games (JCSG)Oct 2024
Cover of Game Design Prototype with GIMs: Fostering Neurodiverse Connections through Storytelling
Whitepaper8 pages

Game Design Prototype with GIMs: Fostering Neurodiverse Connections through Storytelling

This project explores the integration of Generative Image Models (GIMs) into educational game design to foster social connections between autistic children and their neurotypical peers.

  • The project utilizes Generative Image Models (GIMs) like DALL-E, Midjourney, and Adobe Photoshop to facilitate collaborative storytelling between autistic children and neurotypical peers.
  • The design shifts from traditional social conditioning to a neuro-affirming model that prioritizes creative agency and visual-spatial strengths over verbal communication.
  • The prototype features a two-phase hybrid experience where children co-create digital picture books by selecting characters, settings, and symbols, resulting in a tangible printed keepsake.
Joint International Conference on Serious Games (JCSG)Oct 2024
Cover of Including Non-Autistic Peers in Games Designed for Autistic Socialization
Whitepaper9 pages

Including Non-Autistic Peers in Games Designed for Autistic Socialization

The current landscape of serious games for autism is characterized by a medicalized approach that prioritizes training autistic children to mimic neurotypical social behaviors.

  • Current serious games for autism often prioritize behavioral correction over social connection, which can lead to negative psychological outcomes like self-repression.
  • A neurodiversity-centered design framework is proposed based on three pillars: inclusiveness for both autistic and non-autistic peers, affirmation of neurodivergent identities, and robust safety mechanisms.
  • The Minecraft-based server Autcraft demonstrates the viability of this model, having successfully fostered a community of over 17,000 players in a safe and inclusive digital environment.
Joint International Conference on Serious Games (JCSG)Oct 2024
Cover of Puzzlegram: A Serious Game Designed for the Elderly in Group Settings
Whitepaper7 pages

Puzzlegram: A Serious Game Designed for the Elderly in Group Settings

Puzzlegram is a serious game prototype designed to improve the well-being of elderly individuals through collaborative, music-based group interaction.

  • Puzzlegram is a serious game prototype designed to improve elderly well-being through collaborative, music-based group interaction that leverages autobiographical memory.
  • The gameplay involves three players using individual controllers to interact with 16 haptic regions, working together to reconstruct recognizable songs by matching haptic inputs to visual cues.
  • The design framework rejects competitive ranking and formal tutorials in favor of player exploration, agency, and the 'capability approach' to foster social contribution.
Joint International Conference on Serious Games (JCSG)Oct 2024
Cover of A Model for Mapping Serious Game Mechanics to Pedagogical Patterns
Whitepaper16 pages

A Model for Mapping Serious Game Mechanics to Pedagogical Patterns

Bridging the divide between game design and educational theory requires a structured methodology that aligns game mechanics with pedagogical objectives.

  • The Learning Mechanic-Game Mechanic (LM-GM) framework provides a standardized methodology to bridge the gap between game design and pedagogical theory, ensuring games are grounded in instructional design.
  • An analysis of twelve cybersecurity games revealed that designers frequently default to lower-order learning designs, such as basic repetition and feedback loops, rather than complex pedagogical patterns.
  • Formal mapping models are necessary to identify the sophisticated relationships between game mechanics and learning outcomes required to achieve long-term behavioral change.
Joint International Conference on Serious Games (JCSG)Jan 2023
Cover of None in Three: The Design and Development of a Low-cost Violence Prevention Game for the Caribbean
Whitepaper13 pages

None in Three: The Design and Development of a Low-cost Violence Prevention Game for the Caribbean

The None in Three project functions as a strategic intervention designed to mitigate domestic and sexual violence among Caribbean youth through the medium of serious gaming.

  • The 'None in Three' project utilizes point-and-click narrative gameplay to teach conflict management and empathy as a scalable intervention for domestic and sexual violence prevention among Caribbean youth.
  • Development costs were minimized by using the Unity engine combined with custom tools like the Actus event editor and automated character generation systems.
  • The game features a five-level structure that incorporates localized voice acting and culturally specific storytelling to ensure regional resonance.
University of HuddersfieldJan 2017
Cover of Prevention in Addiction: Using Serious Games to (re)train Cognition in Dutch Adolescents
Whitepaper7 pages

Prevention in Addiction: Using Serious Games to (re)train Cognition in Dutch Adolescents

This analysis explores the application of serious games as a tool for cognitive retraining in Dutch adolescents to prevent substance abuse.

SpringerJan 2015

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