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 […]
Would you change your job as a New Year’s Resolution?
Whether the Universe brought you the opportunity of a new job or you feel like you should make a change in 2017, your résumé represents an “identity card”, a portrait of yourself. It should be clean, straightforward, catchy, therefore creating the right first impression.
The odds are that you already used many templates for your Curriculum Vitae. Maybe you read a bunch of articles with tips and tricks for creating a better CV. Probably you presented your résumé to relatives or friends and asked for an opinion. Thus, we provide a cutting-edge tool […]
We’re happy to reproduce the note published by ADL that speaks of our work. Read the original post, here.
ADL recently collaborated with researchers from the e-learning group, Complutense University of Madrid (Department of Software Engineering and Artificial Intelligence) on their H2020 RAGE research project to create a serious games profile for the Experience API (xAPI) specification. The profile is now published at https://w3id.org/xapi/seriousgames. This effort serves as a starting point for the Serious Games Community of Practice, which will help inform future updates or improvements to the profile.
A serious game is a video game designed with a purpose other than […]