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Bai, H., Berg Marklund, B. & Zhang, R. (2022). An Exploratory Study on Nepalese Teenager’s Visual Recognition and Preferences in Serious Games. In: Proceedings 2022 IEEE International Conference on e-Business Engineering ICEBE 2022: 14-16 October 2022 Bournemouth, United Kingdom. Paper presented at IEEE International Conference on E-Business Engineering (ICEBE), 14–16 October 2022 Bournemouth, United Kingdom (pp. 13-18). IEEE Computer Society
Open this publication in new window or tab >>An Exploratory Study on Nepalese Teenager’s Visual Recognition and Preferences in Serious Games
2022 (English)In: Proceedings 2022 IEEE International Conference on e-Business Engineering ICEBE 2022: 14-16 October 2022 Bournemouth, United Kingdom, IEEE Computer Society, 2022, p. 13-18Conference paper, Published paper (Refereed)
Abstract [en]

In serious game development, effective communication through both languages, sounds, and icons can be crucial for a game to have its intended impact. While this is also true for entertainment games, serious games have added layers of challenges as they are a) often played by audiences outside of the “typical” game ecosystem, and b) miscommunication can lead to players missing important lessons or even learning incorrect information. When a serious game is intended to be used in different parts of the world, however, clear visual communication gets an added layer of complexity: culturally informed symbol interpretation and visual preference. In order to examine how these might affect players’ experiences when playing serious games, this paper presents the results of a mixed-method study conducted in two schools in Nepal. The study included 10 participants, between 13-16 years old, who played a prototype of a mobile game currently in development, which has the purpose of teaching young players about food nutrition and healthy habits. After playing the prototype, they took a short survey where they were asked to identify different food types, and they were also interviewed to discuss their opinions of the game’s visual style. The results of the study indicate that, while higher fidelity images were much easier to correctly identify by the participants, the participants’ preference for visual fidelity varied to a large degree.

Place, publisher, year, edition, pages
IEEE Computer Society, 2022
Keywords
serious games, educational games, visual fidelity, visual preference, healthy habits, art direction
National Category
Human Computer Interaction Interaction Technologies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-21988 (URN)10.1109/ICEBE55470.2022.00011 (DOI)2-s2.0-85148649716 (Scopus ID)978-1-6654-9244-7 (ISBN)978-1-6654-9245-4 (ISBN)
Conference
IEEE International Conference on E-Business Engineering (ICEBE), 14–16 October 2022 Bournemouth, United Kingdom
Available from: 2022-10-31 Created: 2022-10-31 Last updated: 2023-08-21Bibliographically approved
Bai, H., Zhang, R., Berg Marklund, B. & Wilhelmsson, U. (2022). Game graphics and effective learning: A review of visual communication research in serious games. In: Katherine Blashki (Ed.), Proceedings of the International Conferences Interfaces and Human Computer Interaction 2022, Game and Entertainment Technologies 2022: . Paper presented at 16th Multi Conference on Computer Science and Information Systems, International Conferences Interfaces and Human Computer Interaction 2022 and Game and Entertainment Technologies 2022 (MCCSIS), 19-22 July 2022, Lisbon, Portugal (pp. 165-173). IADIS Press
Open this publication in new window or tab >>Game graphics and effective learning: A review of visual communication research in serious games
2022 (English)In: Proceedings of the International Conferences Interfaces and Human Computer Interaction 2022, Game and Entertainment Technologies 2022 / [ed] Katherine Blashki, IADIS Press, 2022, p. 165-173Conference paper, Published paper (Refereed)
Abstract [en]

The visuals of a game is a crucial element when it comes to providing good player experiences. Visuals are also an incredibly complex subject in a game context since different modes of visual representation can be more or less “appropriate” for different settings. For example, while one can look at photo-realism as an impressive feature of a game due to its technical complexity and functionally accurate representation of real-world objects, it might still not be a fitting choice for different audiences, or for different pedagogical strategies. Serious game research seldom focuses on understanding the design of these components or their applicability to different types of learning, and it more often focuses on games’ mechanics and how well they manage to capture subject matter content while still being engaging. The aim of this paper is to explore the gap in visual communication research, describing what studies tend to focus on providing some valuable context. This review was conducted on papers that dealt with visual aspects of serious games. The results show that visual communication is rarely addressed in serious game development research. Future research would benefit from taking visual communication in detail to facilitate the effectiveness of serious games.

Place, publisher, year, edition, pages
IADIS Press, 2022
Keywords
Serious Games, Literature Review, Visual Communication, Visual Design, Game Design, Learning Outcome
National Category
Computer and Information Sciences Human Computer Interaction
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-21691 (URN)2-s2.0-85142268771 (Scopus ID)978-989-8704-41-2 (ISBN)
Conference
16th Multi Conference on Computer Science and Information Systems, International Conferences Interfaces and Human Computer Interaction 2022 and Game and Entertainment Technologies 2022 (MCCSIS), 19-22 July 2022, Lisbon, Portugal
Note

ADIS – International Association for the Development of the Information Society

Available from: 2022-08-18 Created: 2022-08-18 Last updated: 2023-02-14Bibliographically approved
Wilhelmsson, U., Wang, W., Zhang, R. & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 16(2), 79-81
Open this publication in new window or tab >>Shift from game-as-a-product to game-as-a-service research trends
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, E-ISSN 1863-2394, Vol. 16, no 2, p. 79-81Article in journal, Editorial material (Other academic) Published
Place, publisher, year, edition, pages
Springer Nature Switzerland AG, 2022
National Category
Computer and Information Sciences Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
GAME Research Group; Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-21234 (URN)10.1007/s11761-022-00335-7 (DOI)000811413100001 ()2-s2.0-85132124155 (Scopus ID)
Note

© The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2022

© 2022 Springer Nature Switzerland AG. Part of Springer Nature.

Published online: 15 june 2022

Available from: 2022-06-16 Created: 2022-06-16 Last updated: 2022-09-01Bibliographically approved
Backlund, P., Bai, H., Bankler, V., Krettek, A., Wilhelmsson, U. & Zhang, R. (2022). Teaching cardiovascular health through a purposeful game. In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2. Paper presented at II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro (pp. 391-396). Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2
Open this publication in new window or tab >>Teaching cardiovascular health through a purposeful game
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2022 (English)In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2, Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv , 2022, Vol. 2, p. 5p. 391-396Conference paper, Published paper (Other academic)
Abstract [en]

Games for health is one of the most prominent areas for serious games, i.e. games with a purpose beyond only entertainment. The purpose of a health game may be to inform about health related issues; promote healthy lifestyles and even to drive behavioral change. This paper outlines the initial game design considerations and some future research directions for a game focusing on cardiovascular health. As the overall aim of the project is to promote a healthy lifestyle through diet and physical activity to prevent future cardiovascular disease, we focused on “taking care of your heart” as the basis for the game. Hence we call the game Happy Heart and use a heart symbol as a non-playable character (NPC) that the player needs to take care of. To some extent we are inspired by the electronic Tamagochi toys (Bandai) where players need to take care of a digital pet. The heart symbol is universal and is also an ideograph that expresses the concept of love and as such it transcends language barriers.

The burden of non-communicable diseases (NCD) is rapidly increasing across the world. Today they are the main drivers of morbidity, disability, and mortality in low- and middle income countries (LMICs), and are expected to increase due to unhealthy lifestyles in the wake of ongoing societal changes [1]. Among the major risk factors in many LMICs are poor diet, insufficient physical activity, tobacco and alcohol consumption, and exposure to hazardous substances, e.g. from air pollution. LMICs currently contribute three quarters of the deaths from NCD.

Among the NCD, cardiovascular diseases are the most common cause of hospitalization in Nepal [1]. Digitalization and collaboration with the education sector (e.g. community schools) in health promotion interventions could further improve children’s behavior by targeting factors that affect their lifestyle outside the family environment [4]. Hence, the Digital Game Based Learning approach.

Place, publisher, year, edition, pages
Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2022. p. 5
Keywords
educational game, cardio vascular disease, games for health
National Category
Engineering and Technology Public Health, Global Health, Social Medicine and Epidemiology Interaction Technologies
Research subject
GAME Research Group; Research on Citizen Centered Health, University of Skövde (Reacch US)
Identifiers
urn:nbn:se:his:diva-21329 (URN)
Conference
II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro
Funder
Swedish Research Council, 2457
Available from: 2022-06-20 Created: 2022-06-20 Last updated: 2023-08-21Bibliographically approved
Wang, W. & Zhang, R. (2021). Improved Game Units Balancing In Game Design Through Combinatorial Optimization. In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China. Paper presented at 2021 IEEE International Conference on e-Business Engineering, ICEBE 2021, 12-14 November 2021, Guangzhou, China (pp. 64-69). IEEE
Open this publication in new window or tab >>Improved Game Units Balancing In Game Design Through Combinatorial Optimization
2021 (English)In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China, IEEE, 2021, p. 64-69Conference paper, Published paper (Refereed)
Abstract [en]

Game balancing is an essential part of game design, and it plays a vital role as the balancing results directly affect the players' experiences. At present, there is no well-admitted definition of game balance. Generally, the game designers hold their own envisions of “balancing” in specific contextualized environments. Accordingly, it is a great challenge for game designers/developers to understand and establish. Since game balance is a multifaceted concept, there is no prescriptive guideline either. In this work, numerical balancing is selected to investigate the possibility of applying engineering optimization techniques to the game unit balancing in a quantitative manner. Currently, although the definite rules of game mechanics could be expressed mathematically, the game developers tune different attributes manually to evaluate the changes in an iterative way, which is tedious and time-consuming. Moreover, the balancing quality and efficiency strongly rely on the game developers' personal skills. To address this issue, we modeled the balancing process as a combinatorial optimization problem, in which the assessment metrics of game units are optimization objectives, and the attributes of game units are variables. The “balancing” of game units is interpreted as minimizing the standard deviations of the assessment metrics, and the evolutionary algorithm such as NSGA-II is used to find the optimization solutions. A typical case study is employed to demonstrate the proposed idea, and the optimization results show that the proposed method can simultaneously improve the numerical balancing in terms of quality and efficiency. At last, we summarize the contributions of the work and discuss how the proposed method can be further improved for game balancing in future work.

Place, publisher, year, edition, pages
IEEE, 2021
Keywords
game balance, game units balance, numerical balancing, combinatorial optimization, evolutionary algorithm, game design
National Category
Computer Sciences
Research subject
Production and Automation Engineering; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21075 (URN)10.1109/ICEBE52470.2021.00022 (DOI)000942017800011 ()2-s2.0-85128722628 (Scopus ID)978-1-6654-4418-7 (ISBN)978-1-6654-4419-4 (ISBN)
Conference
2021 IEEE International Conference on e-Business Engineering, ICEBE 2021, 12-14 November 2021, Guangzhou, China
Note

©2021 IEEE

IEEE Computer Society

Available from: 2022-04-22 Created: 2022-04-22 Last updated: 2023-08-23Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-0612-7101

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