Serious Games Analytics

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Serious Games Analytics

Author : Christian Sebastian Loh,Yanyan Sheng,Dirk Ifenthaler
Publisher : Springer
Page : 477 pages
File Size : 43,5 Mb
Release : 2015-06-13
Category : Education
ISBN : 9783319058344

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Serious Games Analytics by Christian Sebastian Loh,Yanyan Sheng,Dirk Ifenthaler Pdf

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Game Analytics

Author : Magy Seif El-Nasr,Anders Drachen,Alessandro Canossa
Publisher : Springer Science & Business Media
Page : 792 pages
File Size : 54,8 Mb
Release : 2013-03-30
Category : Computers
ISBN : 9781447147695

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Game Analytics by Magy Seif El-Nasr,Anders Drachen,Alessandro Canossa Pdf

Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Serious Games

Author : Tim Marsh,Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge,Stefan Göbel
Publisher : Springer
Page : 308 pages
File Size : 43,6 Mb
Release : 2016-09-02
Category : Computers
ISBN : 9783319458410

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Serious Games by Tim Marsh,Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge,Stefan Göbel Pdf

This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 47,9 Mb
Release : 2016-08-25
Category : Computers
ISBN : 9783319406121

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Serious Games by Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer Pdf

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Games User Research

Author : Anders Drachen
Publisher : Oxford University Press
Page : 549 pages
File Size : 41,9 Mb
Release : 2018
Category : Computers
ISBN : 9780198794844

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Games User Research by Anders Drachen Pdf

"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.

Handbook of Research on Serious Games for Educational Applications

Author : Zheng, Robert,Gardner, Michael K.
Publisher : IGI Global
Page : 496 pages
File Size : 44,8 Mb
Release : 2016-08-01
Category : Education
ISBN : 9781522505143

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Handbook of Research on Serious Games for Educational Applications by Zheng, Robert,Gardner, Michael K. Pdf

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.

Data-Driven Personas

Author : Bernard J. Jansen,Joni Salminen
Publisher : Springer Nature
Page : 317 pages
File Size : 54,8 Mb
Release : 2022-05-31
Category : Computers
ISBN : 9783031022319

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Data-Driven Personas by Bernard J. Jansen,Joni Salminen Pdf

Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools—data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understanding functionalities for anyone needing such insights.

Cognitive Computing in Technology-Enhanced Learning

Author : Lytras, Miltiadis D.,Aljohani, Naif,Daniela, Linda,Visvizi, Anna
Publisher : IGI Global
Page : 345 pages
File Size : 50,9 Mb
Release : 2019-05-31
Category : Education
ISBN : 9781522590323

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Cognitive Computing in Technology-Enhanced Learning by Lytras, Miltiadis D.,Aljohani, Naif,Daniela, Linda,Visvizi, Anna Pdf

Various technologies and applications such as cognitive computing, artificial intelligence, and learning analytics have received increased attention in recent years. The growing demand behind their adoption and exploitation in different application contexts has captured the attention of learning technology specialists, computer engineers, and business researchers who are attempting to decipher the phenomenon of personalized e-learning, its relation to already conducted research, and its implications for new research opportunities that effect innovations in teaching. Cognitive Computing in Technology-Enhanced Learning is a critical resource publication that aims to demonstrate state-of-the-art approaches of advanced data mining systems in e-learning, such as MOOCs and other innovative technologies, to improve learning analytics, as well as to show how new and advanced user interaction designs, educational models, and adoptive strategies can expand sustainability in applied learning technologies. Highlighting a range of topics such as augmented reality, ethics, and online learning environments, this book is ideal for educators, instructional designers, higher education faculty, school administrators, academicians, researchers, and students.

Data Analytics Approaches in Educational Games and Gamification Systems

Author : Ahmed Tlili,Maiga Chang
Publisher : Springer Nature
Page : 255 pages
File Size : 44,5 Mb
Release : 2019-09-10
Category : Education
ISBN : 9789813293359

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Data Analytics Approaches in Educational Games and Gamification Systems by Ahmed Tlili,Maiga Chang Pdf

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Trends and Applications of Serious Gaming and Social Media

Author : Youngkyun Baek,Ryan Ko,Tim Marsh
Publisher : Springer
Page : 189 pages
File Size : 49,7 Mb
Release : 2014-07-08
Category : Technology & Engineering
ISBN : 9789814560269

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Trends and Applications of Serious Gaming and Social Media by Youngkyun Baek,Ryan Ko,Tim Marsh Pdf

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

Serious Games

Author : Bobbie Fletcher,Minhua Ma,Stefan Göbel,Jannicke Baalsrud Hauge,Tim Marsh
Publisher : Springer Nature
Page : 295 pages
File Size : 53,9 Mb
Release : 2021-10-04
Category : Computers
ISBN : 9783030882723

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Serious Games by Bobbie Fletcher,Minhua Ma,Stefan Göbel,Jannicke Baalsrud Hauge,Tim Marsh Pdf

This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter "Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Serious Games

Author : Stefan Göbel,Augusto Garcia-Agundez,Thomas Tregel,Minhua Ma,Jannicke Baalsrud Hauge,Manuel Oliveira,Tim Marsh,Polona Caserman
Publisher : Springer
Page : 296 pages
File Size : 45,9 Mb
Release : 2018-10-30
Category : Computers
ISBN : 9783030027629

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Serious Games by Stefan Göbel,Augusto Garcia-Agundez,Thomas Tregel,Minhua Ma,Jannicke Baalsrud Hauge,Manuel Oliveira,Tim Marsh,Polona Caserman Pdf

This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.

Learner Experience and Usability in Online Education

Author : Bouchrika, Imed,Harrati, Nouzha,Vu, Phu
Publisher : IGI Global
Page : 316 pages
File Size : 44,6 Mb
Release : 2018-05-11
Category : Education
ISBN : 9781522542070

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Learner Experience and Usability in Online Education by Bouchrika, Imed,Harrati, Nouzha,Vu, Phu Pdf

In online education, there is a challenge to not only meet the pedagogical aspects of digital education but also to understand the user experience within learning platforms and student interaction. Through online functions and advanced technology, a student's learning style can be enhanced. Learner Experience and Usability in Online Education provides emerging research on the design, implementation, and evaluation of user experience in online learning systems. While highlighting topics such as computer-based assessments, educational digital technologies, and immersive learning environments, this publication explores the human-computer interaction in the educational realm. This book is an important resource for educators, school administrators, academicians, researchers, and students seeking current research on the role of positive user experience in educational learning systems.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Author : Bernardes, Oscar,Amorim, Vanessa
Publisher : IGI Global
Page : 665 pages
File Size : 43,5 Mb
Release : 2022-03-18
Category : Computers
ISBN : 9781799897347

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Handbook of Research on Promoting Economic and Social Development Through Serious Games by Bernardes, Oscar,Amorim, Vanessa Pdf

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Serious Games, Interaction and Simulation

Author : Carlos Vaz de Carvalho,Paula Escudeiro,António Coelho
Publisher : Springer
Page : 0 pages
File Size : 45,5 Mb
Release : 2016-12-08
Category : Education
ISBN : 3319510541

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Serious Games, Interaction and Simulation by Carlos Vaz de Carvalho,Paula Escudeiro,António Coelho Pdf

This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.