|West Building, Rooms 118-120|
|Wednesday, 10 August||9 am - 12:15 pm|
Game Papers explore key issues in video games, inform and substantively advance our current state of knowledge and understanding, and foster new areas for investigation that will drive the next generation of design and player experience.
Accepted papers are presented in 20-minute talks at the conference and published in Sandbox 2011: ACM SIGGRAPH Video Game Proceedings as a part of the ACM SIGGRAPH 2011 Full Conference DVD-ROM publication.
Game Papers Chair
IT-Universitetet i København
This paper on understanding enjoyment within alternate-reality games discusses the unique demands of the genre and why pre-existing enjoyment models are not applicable.
There is a growing need for procedures that can support analysis and understanding of players’ behaviors within game environments. This paper proposes a system that allows analysts to build and compare visualizations of clusters of players to better understand the causes and effects of players’ actions.
This work reports on design and evaluation of three novel gesture-based games with healthy older adults. It describes key features in the physical and social engagement, and general usability of the games, to determine their applicability to the target audience.
This study of how game reviews and user comments influence player experience found that players who read negative reviews rated the game lower than those who read either positive reviews or no reviews at all.
This study explores whether non-player characters within World of Warcraft reinforce stereotypical assumptions surrounding gender and work. Even though all professions are represented (albeit not equally) by male and female NPCs, there seem to be subtle hierarchies within the distribution of "work" in this gameworld.
Drawing on theories from game, film, and theater studies, this paper explores two primary ways in which 3D computer games deal with stories.
Educational psychology studies use motivational constructs called achievement goals to predict learning success. This paper examines whether gaming achievement goals influence game play in similar ways. Gaming achievement goals could help determine whether people will play and which players are more likely to learn from educational games.
Studies of expertise in massively multiplayer online games (MMOGs) involve either small-scale ethnographic accounts of elite players or large-scale accounts relying on one-dimensional measures of expert play. This paper presents a quantifiable model of expertise in MMOGs that is generated through qualitative analyses of both novices and experts.