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tsuomela : serious-games   6

[1402.5034] Using the Crowd to Generate Content for Scenario-Based Serious-Games
"In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create the content for these scenarios. We focus on how to create content for scenarios in medical, military, commerce and gaming applications where maintaining the integrity and coherence of the content is integral for the system's success. To do so, we present an automatic method for generating content about everyday activities through combining computer science techniques with the crowd. We use the crowd in three basic ways: to capture a database of scenarios of everyday activities, to generate a database of likely replacements for specific events within that scenario, and to evaluate the resulting scenarios. We found that the generated scenarios were rated as reliable and consistent by the crowd when compared to the scenarios that were originally captured. We also compared the generated scenarios to those created by traditional planning techniques. We found that both methods were equally effective in generated reliable and consistent scenarios, yet the main advantages of our approach is that the content we generate is more varied and much easier to create. We have begun integrating this approach within a scenario-based training application for novice investigators within the law enforcement departments to improve their questioning skills."
games  serious-games  crowdsourcing  mechanical-turk  scenario  training  learning 
february 2014 by tsuomela
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
"In a gamified world, corporations don't have to reward us for our business by offering better service or lower prices. Rather, they can just set up a game structure that makes us feel as if we're being rewarded. McGonigal goes even further. She talks about an "engagement economy … that works by motivating and rewarding participants with intrinsic rewards, and not more lucrative compensation." This economy doesn't rely on cash—rather, it pays participants with points, peer recognition, and their names on leader boards. It's hard to tell if this is fairy-tale thinking or an evil plot."
games  gaming  serious-games  social  behavior  marketing  advertising 
april 2011 by tsuomela
Clark Aldrich's Style Guide for Serious Games and Simulations: Serious Games: The Vision, The Hype
The advice I give my clients is to first, think initially more of a lab. For the first iteration of a serious game/interactive simulation, first worry about creating an experience that will really teach people who care about the material (either intrinsically or extrinsically) how to better understand it. I would go one step further and suggest that the content should be biased towards "learning to do" over "learning to know" (aka how to apply the material in the real world) but that is my own design bias.
games  education  simulation  serious-games  training 
august 2008 by tsuomela

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