By Ana Romano, Cristina Soeiro, Raquel Guerra (EPJ)
Gamification is a tool to help criminal investigators to solve serious crimes!
As RAGE partners the Portuguese Judiciary Police Training School is developing together with GAMEWARE a serious game in which the trainees have the opportunity to simulate investigative interviewing of violent and sexual offenders. This tool will improve the communication skills of criminal investigation officers and supply new forms of tackling serious crimes.
Testimony is the prime Evidence in sexual crimes. Most sexual crimes have no biological elements as evidence, so the information gathered by interviewing is determining for the prosecution process and conviction.
by Nurogames GmbH
While the development of the Water-Cooler game is coming along quite nicely preparing for the first pilots at Hull College an amazing design work has been done to give an appealing look and feel to a serious game. More and more components from the RAGE “assets’ portfolio” are being integrated into the game providing an added value to a final product but most importantly generating positive impact on game developers, like Nurogames.
On a side note, still being in development stage, RAGE already creates impact beyond the consortium members. Thus, new research and innovation projects already show their interest […]
Post by: Johan Jeuring, UU
We are developing the scenario editor and player assets for the RAGE asset repository at Utrecht University. Right now, these assets are used for the Watercooler game of Hull to create the small dialogues team members in the game have at the watercooler. The assets are derived from the software we developed for our Communicate! game at Utrecht University. Based on our experience with Communicate!, I described some of our thoughts about what aspects play a role in developing scenarios for training communication skills in a blog message about a year ago.
Post by Pedro Fialho, INESC-ID
Natural language is inherent to many games, for example in story guided games where players are provided with sets of spoken and/or written sentences denoting ways of continuing (and conducting) the game. However, the user experience of such games would be improved if natural language processing (NLP) is involved, for instance with speech and/or text inputs that allow the player to engage in bidirectional natural language conversations with the game.
For the game developer, NLP provides valuable tools too, that: a) support game development, such as by reducing the need to script all valid user inputs; b) […]
Over the last decade, serious games have become accepted educational tools and the idea of using the great strength of modern computer games for educational purposes experienced a significant boost. From an educational perspective, computer games offer a promising approach to make learning more engaging, satisfying, and probably more effective.
However, playing experience and learning motivation are fragile assets; to be enjoyable, a computer game must be balanced well, meaning the game must match an individual player’s playing preferences, playing styles, and playing capabilities in a suitable way in order to too one-sided gameplay. An appropriate adaptation is of crucial […]
Dr. Kam Star (PLAYGEN)
To gamify or not to gamify, that is sometimes the question.
So – whilst proponents of hard-gamification claim universal appeal of competitive zero-sum game mechanics, waxing lyrical about the propensity for human beings to engage in hypercompetitive activity to prove their worth by accumulating digital badges and virtual points to beat everyone else in a version of broken-reality far from the realities of ‘the human condition’ – the social scientists watch, mouth half open!
Seems like the answer is always ‘gamification fixes engagement’.
As an experienced practitioner and scientist, I don’t share such blind faith in the power of one-up-man-ship […]