By Andrés Saraos Luna, Valérie Gouranton, Bruno Arnaldi (auth.), Stefan Göbel, Wolfgang Müller, Bodo Urban, Josef Wiemeyer (eds.)
This booklet constitutes the refereed complaints of the seventh overseas convention on E-Learning and video games, Edutainment 2012, held together with the third overseas convention on critical video games for education, schooling, health and wellbeing and activities, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 complete papers offered have been conscientiously reviewed and chosen for inclusion during this ebook. they're prepared in topical sections named: game-based education; game-based instructing and studying; rising studying and gaming applied sciences; authoring instruments and mechanisms; and critical video games for health.
Read Online or Download E-Learning and Games for Training, Education, Health and Sports: 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012. Proceedings PDF
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Extra info for E-Learning and Games for Training, Education, Health and Sports: 7th International Conference, Edutainment 2012 and 3rd International Conference, GameDays 2012, Darmstadt, Germany, September 18-20, 2012. Proceedings
1 Prototypical Implementation Escape from Wilson Island We implemented an instance of our Game Master Interface as an extension to the existing Collaborative Serious Game Escape From Wilson Island (EFWI). EFWI is a 3D 3rd person multiplayer Serious Game for collaborative learning and teamwork. The collaborative learning features and the game design decisions have been presented in . The narrative context of EFWI is a ’Robinson Crusoe’-like setting. Four players stranded on a lonely island. Their goal is to ﬂee from there.
Screenshot of the detailed communication overview Regarding character manipulation, the GM is able to inﬂuence the way character values change directly. The GM can adapt the rate with which saturation and ﬁtness decrease over time. Furthermore, it is possible to adapt Game Mastering in Collaborative Multiplayer Serious Games 33 the rate with which health, saturation, and ﬁtness increase or decrease when eating/sleeping/receiving damage through a multiplicative factor. Regarding game world manipulation, the GM can place and remove interactable objects, like palms, berry bushes, or empty bottles.
A rate of 20 loop cycles or more per second is common. Any adaptation algorithm must be aware that the game state might change at every new cycle of the game loop. The examples presented above did not strive for a ﬁne-granular adaptation and thus took no action based on those changes, apart from collecting interaction data. If the aim is real-time adaptivity instead, there are two implications: 1) the algorithm must take note of and keep up with the changes of the world state, and 2) adaptation calculation must not slow down the game below the desired game loop rate.