This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
Gamers are, like Yamauchi, described as nonconformist, creative, and self-confident persons, who seem unafraid to make mistakes (Beck and Wade 2004). Is it true that games present us with an opportunity to develop a particular identity, or are specific people attracted to games that create these opportunities? In the last decade, research has been conducted into the (playful) organizational style of gamers, and into the leadership qualities that may be developed in a game (DeMarco, Lesser, and O’Driscoll 2007; Reeves and Malone 2007). The search for an answer to the above question is the aim of this chapter. To be more specific, we would like to better understand identity construction and representation. For this reason we would like to further elaborate on the notion of playful identity as discussed in the introductory chapter of this volume. In contrast to other identity constructs, a playful identity characterizes someone’s ludic activities without immediately discussing the valuing and moralizing practices arising from these activities
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n 2022 bewoog slechts 44 procent van de Nederlanders voldoende en in 2019 bewoog nog 49 procent voldoende en dat is een serieus probleem (Bron: RIVM). Daarnaast wordt gamen te erg geassocieerd met lui op een stoel zitten, dit willen we veranderen door meer beweging te creëren in het gamen. Daarom hebben we een prototype ontwikkeld waarbij augmented reality (AR) is geïntegreerd in de sport kickboks. Doordat twee mensen tegenover elkaar staan met een AR-bril op zien ze elkaar door de bril met een virtuele display ertussen. Hierdoor is het mogelijk om tegen elkaar te sparren zonder dat er fysiek contact bij komt kijken. De kickboksers zien bij elke stoot die ze uitdelen een virtueel effect, waardoor het de ervaring geeft alsof ze de persoon die tegenover hen staat echt raken. Deze technologie opent nieuwe deuren voor zowel beginners als gevorderde kickboksers. Voor beginners biedt het een veilige en laagdrempelige omgeving om de basisprincipes van de sport te leren, zonder de angst voor fysieke confrontatie. Voor gevorderden biedt het een geavanceerde manier om hun techniek te verfijnen, aangezien de ingebouwde bewegingssensoren feedback geven over de precisie en kracht van hun slagen. De potentie van dit prototype om de drempel voor sportdeelname te verlagen en tegelijkertijd de kwaliteit van de training te verbeteren, is enorm. Met deze innovatie hopen we niet alleen individuen aan te moedigen om actiever te worden, maar ook een verschuiving teweeg te brengen in hoe we denken over beweging, technologie en de toekomst van sport.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios