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Conference

Conference on Computability in Europe 

About: Conference on Computability in Europe is an academic conference. The conference publishes majorly in the area(s): Turing machine & Computability. Over the lifetime, 1164 publication(s) have been published by the conference receiving 16847 citation(s).
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Journal ArticleDOI
01 Jul 2005
TL;DR: It is concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.
Abstract: Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.

1,866 citations


Journal ArticleDOI
01 Jul 2008
TL;DR: This article proposes a practical, integrated approach for analysis of the mechanics and aesthetics of game-play, which helps develop deeper insights into the capacity for flow within games, and begins by framing the relationship between player and game within Cowley's user-system-experience model, and expands this into an information systems framework.
Abstract: In the domain of computer games, research into the interaction between player and game has centred on 'enjoyment', often drawing in particular on optimal experience research and Csikszentmihalyi's 'Flow theory'. Flow is a well-established construct for examining experience in any setting and its application to game-play is intuitive. Nevertheless, it's not immediately obvious how to translate between the flow construct and an operative description of game-play. Previous research has attempted this translation through analogy. In this article we propose a practical, integrated approach for analysis of the mechanics and aesthetics of game-play, which helps develop deeper insights into the capacity for flow within games. The relationship between player and game, characterized by learning and enjoyment, is central to our analysis. We begin by framing that relationship within Cowley's user-system-experience (USE) model, and expand this into an information systems framework, which enables a practical mapping of flow onto game-play. We believe this approach enhances our understanding of a player's interaction with a game and provides useful insights for games' researchers seeking to devise mechanisms to adapt game-play to individual players.

384 citations


Journal ArticleDOI
01 Jul 2005
TL;DR: This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.
Abstract: This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.

379 citations


Journal ArticleDOI
01 Jan 2004
TL;DR: This article explores central thread in learning, play, as well as an essentialcharacteristic of virtual reality environments: interactivity, andritical review of examples of immersive virtual reality worldreated for children, with particular attention given to the role and nature of interactivity.
Abstract: The development of interactive, participatory, multisensoryenvironments that combine the physical with the virtual comes as anatural continuation to the computer game industrys constant racefor more exciting user experiences. Specialized theme parks andvarious other leisure and entertainment centers worldwide areembracing the interactive promise that games have made usersexpect. This is not a trend limited to the entertainment domain;non-formal learning environments for children are also followingthis path, backed up by a theoretical notion of play as a coreactivity in a childs development. In this article we explore acentral thread in learning, play, as well as an essentialcharacteristic of virtual reality environments: interactivity. Acritical review of examples of immersive virtual reality worldscreated for children, with particular attention given to the roleand nature of interactivity, is attempted. Interactivity isexamined in relation to learning, play, narrative, and tocharacteristics inherent in virtual reality, such as immersion,presence, and the creation of illusion.

339 citations


Journal ArticleDOI
01 Oct 2003
TL;DR: This article focuses on one of the most interesting alternative perspectives--that of their educational potential as teaching and learning tools and offers a critical review of previous research on the subject.
Abstract: Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. This article focuses on one of the most interesting alternative perspectives--that of their educational potential as teaching and learning tools. After justifying this point of view, we offer a critical review of previous research on the subject; and finally reach some conclusions on the advantages of using video games for educational purposes.

288 citations


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Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
202110
202035
201927
201862
201758
201645