The entertainment games industry is still in its early years regarding storytelling, and the field of 'narrative design' is a growing area of attention for students, professionals, and researchers. Like many forms of 20th century media, games use many forms of communication beyond the written word to tell their stories, but they also explicitly centre on the audience's power to interact with the world. This talk gives a brief overview of a narrative designer's toolbox which has previously been shared by Prof. Haggis-Burridge at entertainment industry conferences.
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In this paper, the authors explore the possible contribution of serious games for advanced academic and/or professional learning in particular to support the decision-making andmanagement of complex infrastructures, such as utilities, ports and wind farms. The developments of the computer industry make it more attractive to add computer technology into simulation games to make the results of the game more realistic and so achieve more learning with the participants. In the future this will be more important to make the games still attractive for the players, because they are grown up with computers, e-learning and online communication. An example of a case study of SIM Maas, a simulation game about the development of the Port of Rotterdam (PoR), will be given. This case illustrates the use of computer-based simulation-games for professional learning.
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A presentation regarding the potential for supporting the video game industry as part of the growth of the creative industries in the Brabant region, for bringing new workers to the region and for retaining skilled graduates.
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The European games, animation and VFX industries, along with related educational institutions, are shifting towards sustainable practices due to growing awareness of workforce well-being, however, layoffs and increased interest in these fields has intensified competition in an already saturated job market. This has created contradictory expectations for prospective employees: the ideal employee, an adaptable team player, team-fit, with strong interpersonal skills; but also the ideal applicant, characterised as standout, highly skilled, competitive, and self-promoting. Using Study Demands-Resource Theory, this study examined how educational institutions and emerging talents navigate these contradicting demands. Thematic analyses highlighted the extreme nature of the overall industry, job market and academic demands placed on students, as well as how peer support, messages of reassurance, and well-meant advice can be both resources and stressors. Educational experts and students face critical decisions with significant implications for well-being and career prospects.
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The European games, animation and VFX industries, along with related educational institutions, are shifting towards sustainable practices due to growing awareness of workforce well-being, however, layoffs and increased interest in these fields has intensified competition in an already saturated job market. This has created contradictory expectations for prospective employees: the ideal employee, an adaptable team player, team-fit, with strong interpersonal skills; but also the ideal applicant, characterised as standout, highly skilled, competitive, and self-promoting. Using Study Demands-Resource Theory, this study examined how educational institutions and emerging talents navigate these contradicting demands. Thematic analyses highlighted the extreme nature of the overall industry, job market and academic demands placed on students, as well as how peer support, messages of reassurance, and well-meant advice can be both resources and stressors. Educational experts and students face critical decisions with significant implications for well-being and career prospects.
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Trying to understand a player's characteristics with regards to a computer game is a major line of research known as player modeling. The purpose of player modeling is typically the adaptation of the game itself.We present two studies that extend player modeling into player profiling by trying to identify abstract personality traits, such as the need for cognition and self-esteem, through a player's in-game behavior.We present evidence that game mechanics that can be broadly adopted by several game genres, such as hints and a player's self-evaluation at the end of a level, correlate with the aforementioned personality traits. We conclude by presenting future directions for research regarding this topic, discuss the direct applications for the games industry, and explore how games can be developed as profiling tools with applications to other contexts.
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Psychophysiological measurements have so far been used to express player experience quantitatively in game genres such as shooter games and race games. However, these methods have not yet been applied to casual video games. From a development point of view, games developed in the casual sector of the games industry are characterized by very short production cycles which make them ill-suited for complex and lengthy psychophysiological testing regimes. This paper discusses some methodological innovations that lead to the application of psychophysiological measurements to enhance the design of a commercially released casual game for the Apple iPad, called 'Gua-Le-Ni'; or, The Horrendous Parade'. The game was tested in different stages of its development to dry-run a cycle of design improvements derived from psychophysiological data. The tests looked at the correlation between stress levels and the contraction of facial muscles with in-game performance in order to establish whether 'Gua-Le-Ni' offered the cognitive challenge, the learning curve, and the enjoyment the designers had in mind for this product. In this paper, we discuss the changes that were made to the game and the data-analysis that led to these changes.
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