If you plan to write a research paper on games and literacy, you should strongly consider submitting it to this Mini-Track at ECGBL 2017 hosted by CEAGAR member Thorkild Hanghøj! Please share the link with your network. Deadline for abstract is March 16.
Hope to see you at ECGBL 2017 :-). Link: ECGBL17-MT-TH-Literacy
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Given a huge and varied game like Destiny, it is of interest to see if there are any patterns in how people play the game.
There can be a variety of reasons for this – for developers the focus can be on monitoring the players and checking no group emerges that has issues progressing, gaining insights into how to change the game to improve it, all the way to actively detect cheaters, bots and similar. For players, such analyses can be used to show how we can improve or point to new strategies, or just cool to see what the patterns look like and where we fit in them.
There are many ways to find these kinds of patterns, but arguably one of the key analytical methods that has emerged in the past few years in game analytics is behavioral profiling. Profiling can be done in a variety of ways, e.g. focusing on the player base as it is right now, or as it has operated historically via time-series analysis, or even predictively, how we expect behavioral profiles to develop in the future. Here we focus on profiling Destiny players as they behave within a specific moment in time, also referred to as snapshot profiling. Snapshot profiling is pretty useful for understanding how people are playing a game in its current version.
In this post we present player profiles from Destiny – generated just before the Rise of Iron expansion was released. The profiles are focused on performance across a few dozen indicators, and it turns out that the weapons we use and the degree of efficiency with which we use them are the most powerful characterization indicators in Destiny.
Here we introduce the idea of using heuristics models in predictive mobile game analytics. Heuristics models are simple rules-sets that we construct based on machine learning-driven analysis, but which once developed can be fielded inside a game client. Heuristics models thus address part of the problem of enabling small companies to access frugal but effective prediction models that are easy to understand, deploy and scale, but also indicates that a large component of prediction can be handled directly in the game client.
Sammen med Vallekilde Højskole arrangerer CEAGAR et gratis seminar om at bruge analoge spil i undervisningen d. 29.11 kl. 10-18. Læs mere i programmet, hvor der er også er link til tilmelding. Spil_uden_stroem_final Tillmelding for fremvisning af spil: http://tinyurl.com/spilfremvisning
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The conference is coordinated with the rest of the first Game Scope festival featuring Game City Aalborg. Other partners are The Center for Applied Game Research (CEAGAR) and Center for Interactive Digital Media and Experience Design (InDiMedia), both Aalborg University.
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CEAGAR Guest Lecturer: Sebastian Deterding / 15th of April 2016: 10-11
Alborg University, Copenhagen. ROOM: ACM auditorium. Title: Outside the Box: Toward an Ecology of Gaming Enjoyment
Gamification is a debated catchword in applied games. Instead of building full-fledged games, it embeds design elements from games in other, non-play contexts to make them just as motivating and engaging as games. In this, gamification – like much of contemporary game research – is thinking “inside the box”: Narrowly focused on the game as an object, it ignores how much the enjoyment of gameplay depends on the interaction of game object and play context. Drawing on his current research, Sebastian Deterding will outline three such socio-material dynamics underlying gameplay enjoyment, and how to translate them into formats useful for designers.Sebastian Deterding is a researcher and designer working on gameful and playful experiences for human flourishing. He is a reader at the Digital Creativity Hub at the University of York, organizer of the Gamification Research Network, and co-editor of “The Gameful World” (MIT Press, 2015). With the international design agencies Hubbub and coding conduct, he has created engaging experiences touching millions of users for clients including the BBC, BMW, Deutsche Telekom, Greenpeace, KLM, Novartis, and numerous startups. An internationally sought-after speaker, he has been invited to speak and keynote at venues like Lift, Interaction, GDC, Games Learning Society, Web Directions, Playful, Google, IDEO, and Microsoft Research. He lives online at http://codingconduct.cc. Please sign up for participation via the following link: https://goo.gl/OTYSKp
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