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Carlander, D. H. J., Okada, K., Engström, H. & Kurabayashi, S. (2024). Controlled Chain of Thought: Eliciting Role-Play Understanding in LLM Through Prompts. In: Proceedings of the 2024 IEEE Conference on Games (CoG): . Paper presented at IEEE Conference on Games (CoG), 5th–8th August 2024, Milan, Italy. IEEE
Open this publication in new window or tab >>Controlled Chain of Thought: Eliciting Role-Play Understanding in LLM Through Prompts
2024 (English)In: Proceedings of the 2024 IEEE Conference on Games (CoG), IEEE, 2024Conference paper, Published paper (Refereed)
Abstract [en]

Tabletop Role Playing Games (TRPG) are games that require players to become the characters they play through engaging in role-play. The challenge of training AI lies in the requirement of it not only understanding the explicitly stated game rules, but also the implicit ones that come with role-playing. Previous studies endeavouring said challenge allude to aspects of role-play, but do not emphasise its role in their methods, indicating that the definition of role-play and how it is to be employed remains unclear. This short paper aims to investigate a proposed definition of role-play based on previous research and employ its use on Large Language Model LLM, eliciting an understanding thereof through a novel prompting method dubbed Controlled Chain of Thought (CCoT). CCoT allows for the LLM to highlight absence of information in inputs given to it by generating questions, which become the template for its chain of thoughts when answered. This paper presents an initial pilot testing of CCoT as well as opens up the discussion of how a definition of role-play can be beneficial for future studies.

Place, publisher, year, edition, pages
IEEE, 2024
Series
IEEE Conference on Computational Intelligence and Games, ISSN 2325-4270, E-ISSN 2325-4289
National Category
Computer and Information Sciences
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24465 (URN)10.1109/CoG60054.2024.10645667 (DOI)001308832400133 ()2-s2.0-85203504508 (Scopus ID)979-8-3503-5067-8 (ISBN)
Conference
IEEE Conference on Games (CoG), 5th–8th August 2024, Milan, Italy
Available from: 2024-09-02 Created: 2024-09-02 Last updated: 2024-12-17Bibliographically approved
Wirman, H., Bankler, J. V., Fiadotau, M., Prax, P., Walliander, H., Engström, H., . . . Grabarczyk, P. (2024). Game Jams and 'Heavy' Topics: Navigating anxiety through game creation. In: Conference Proceedings of DiGRA 2024 Conference: Playgrounds. Paper presented at DiGRA Conference 2024: Playgrounds, July 1-5th, Guadalajara, Jalisco, México. Digital Games Research Association (DiGRA)
Open this publication in new window or tab >>Game Jams and 'Heavy' Topics: Navigating anxiety through game creation
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2024 (English)In: Conference Proceedings of DiGRA 2024 Conference: Playgrounds, Digital Games Research Association (DiGRA) , 2024Conference paper, Published paper (Refereed)
Abstract [en]

This study investigates the prospect of integrating sustainability issues into game development education by reporting experiences from two Nordic Alliance for Sustainability in Gaming (NASG) events. The paper highlights the importance of offering a social, creative environment in which the process of jamming is emphasized over results. We unpack the potential of game jams to be used for teaching subjects other than game development itself, particularly in relation to complex, anxiety provoking topics such as sustainability. Based on data consisting of participant reflections on their own moods and gained insights throughout the course of the jam, the research reveals a clear change in attitudes among the participants as they move on in their creative process. The study concludes that game jams, as activities defined by high levels of creativity and social engagement, is a powerful educational tool for approaching heavy topics while still letting participants cope with, and even empower them to address such complex issues.

Place, publisher, year, edition, pages
Digital Games Research Association (DiGRA), 2024
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
game jams, games education, pedagogy, sustainability, game design, game development, serious games
National Category
Educational Sciences Information Systems, Social aspects Other Engineering and Technologies Information Systems
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24595 (URN)
Conference
DiGRA Conference 2024: Playgrounds, July 1-5th, Guadalajara, Jalisco, México
Available from: 2024-10-07 Created: 2024-10-07 Last updated: 2025-03-05Bibliographically approved
Wirman, H., Bankler, J. V., Prax, P., Engström, H., Garda, M. B., Fiadotau, M., . . . Gissurardóttir, S. (2023). From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education. In: : . Paper presented at Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023 (pp. 1-10).
Open this publication in new window or tab >>From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education
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2023 (English)Conference paper, Published paper (Refereed)
Keywords
game design, game development, game jams, games education, pedagogy, sustainability
National Category
Other Humanities not elsewhere specified
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-23170 (URN)
Conference
Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023
Available from: 2023-09-06 Created: 2023-09-06 Last updated: 2025-03-05
Karlsson, T., Brusk, J. & Engström, H. (2023). Level Design Processes and Challenges: A Cross Section of Game Development. Games and Culture: A Journal of Interactive Media, 18(6), 821-849
Open this publication in new window or tab >>Level Design Processes and Challenges: A Cross Section of Game Development
2023 (English)In: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 18, no 6, p. 821-849Article in journal (Refereed) Published
Abstract [en]

This article examines level design processes and challenges at professional game stu- dios. Thematic analysis of data, recorded through field studies and semi-structured interviews, identify four key themes: level design as an interdisciplinary effort; who is the level designer; the role of narrative in level design; and challenges of managing creativity in the level design process. Results indicate that while the role called level designer is often assigned to specific disciplines, the process of level design is usually highly interdisciplinary. Furthermore, this interdisciplinary collaboration requires management to maintain both creativity and efficient pipelines, by distributing owner- ship and facilitating communication and planning. The level design process seems par- ticularly vulnerable to suboptimal interdisciplinary communication and planning, due to significant reliance on narrative design, game design, art, sound design, and tool development. While this article addresses level design specifically, most observations are comparable to previous findings on game development in general.

Place, publisher, year, edition, pages
Sage Publications, 2023
Keywords
game development, game production, game industry, interdisciplinary, level design, field studies
National Category
Other Engineering and Technologies
Research subject
Interaction Lab (ILAB); GAME Research Group
Identifiers
urn:nbn:se:his:diva-22069 (URN)10.1177/15554120221139229 (DOI)000890629600001 ()2-s2.0-85142718871 (Scopus ID)
Note

CC BY 4.0

Corresponding author(s): Tobias Karlsson, School of Informatics, University of Skövde, PO Box 408, 541 28 Skövde, Sweden. Email: tobias.karlsson@his.se

The author(s) received nofinancial support for the research, authorship, and/or publication ofthis article.

Available from: 2022-11-22 Created: 2022-11-22 Last updated: 2025-02-18Bibliographically approved
Su, Y., Backlund, P. & Engström, H. (2022). Data-driven method for mobile game publishing revenue forecast. Service Oriented Computing and Applications, 16(1), 67-76
Open this publication in new window or tab >>Data-driven method for mobile game publishing revenue forecast
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, Vol. 16, no 1, p. 67-76Article in journal (Refereed) Published
Abstract [en]

Games as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-making based on the results. This paper provides a data-driven method that uses the mobile game revenue forecast based on different time-series prediction models to drive the game publishing. We demonstrate how to use the data-driven method to guide an indie game studio to forecast revenue and then set the revenue forecast as the internal benchmark to drive game publishing. In practice, we involve a real game project from an indie game studio and provide guidance for one of their casual game projects. Then, based on the revenue forecast, we discuss how to set the revenue forecast as an internal benchmark and drive the actions for mobile game publishing. Finally, we make a conclusion on how our data-driven method can be used to drive mobile game publishing and also discuss future research work.

Place, publisher, year, edition, pages
Springer, 2022
Keywords
Business Intelligence, Game analytics, Game metrics, Indie game developer, Benchmark, Time-series prediction, Game publishing
National Category
Other Computer and Information Science Business Administration
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20832 (URN)10.1007/s11761-021-00332-2 (DOI)000734143700001 ()2-s2.0-85121663973 (Scopus ID)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0

Published: 23 December 2021

This research was supported by the University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak.

Available from: 2021-12-30 Created: 2021-12-30 Last updated: 2023-06-02Bibliographically approved
Bäckström, C., Rolfson, T., Engström, H., Knez, R. & Larsson, M. (2022). Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study. Digital Health, 8, Article ID 20552076221097776.
Open this publication in new window or tab >>Expecting parents' perceptions of the digital parental support "childbirth journey" constructed as a serious game: an intervention study
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2022 (English)In: Digital Health, E-ISSN 2055-2076, Vol. 8, article id 20552076221097776Article in journal (Refereed) Published
Abstract [en]

Objective: The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game.

Methods: In this qualitative study, semi-structured interviews were held with expecting parents in Sweden who were able to talk about specific parts of the Childbirth Journey they appreciated or found difficult to understand. A phenomenographic methodology was employed for data analysis.

Results: Participants perceived the Childbirth Journey to be easily accessible and customized with reliable information. The design and features of the intervention were perceived by the expecting parents to enhance the intervention’s usability, appeal, and trustworthiness. When parental couples used the Childbirth Journey together, it gave them an opportunity to discuss and better understand each other’s situation. The participants proposed several changes to the existing version of the game, mostly related to extending practical information and illustrated scenarios but also to the further development of the game’s design and animations. The participants found the Knowledge portal to be the most appealing part of the Childbirth Journey.

Conclusions: The Childbirth Journey intervention was concluded to be a valuable digital complement to in-person profes- sional support, especially given the current COVID-19 pandemic restrictions in place in Sweden, which do not allow antenatal visits by partners. However, in its current form, the Childbirth Journey has some deficiencies and would therefore benefit from further development and exploration.

Place, publisher, year, edition, pages
Sage Publications, 2022
Keywords
Digital health, general, pregnancy, medicine, Apps, personalized medicine, public health, disease, health informatics
National Category
Information Systems, Social aspects Human Computer Interaction Other Engineering and Technologies Other Health Sciences Other Social Sciences not elsewhere specified
Research subject
Family-Centred Health; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21163 (URN)10.1177/20552076221097776 (DOI)000798253900001 ()35603330 (PubMedID)2-s2.0-85130355449 (Scopus ID)
Funder
Region Västra Götaland
Note

CC BY 4.0

First published online May 16, 2022

Corresponding author: Caroline Bäckström, School of Health Sciences, University of Skövde, Postbox 408, S 541 28, Skövde, Sweden. Email: caroline.backstrom@his.se

Funding: The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by the School of Health Sciences and the Research Group Family Centered Health (FamCeH), University of Skövde, Sweden; Regionhälsan Midwifery Unit, Västra Götalandsregionen, Sweden; School of Informatics, University of Skövde, Sweden; Skaraborgs Hospital, Skövde, Sweden; Chalmers Innovationskontoret, Sweden.

Available from: 2022-05-23 Created: 2022-05-23 Last updated: 2025-02-18Bibliographically approved
Koohnavard, S., Tepe, J., Johansson, V., Arltoft, E., Engström, H. & Thornquist, C. (2022). Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling.
Open this publication in new window or tab >>Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling
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2022 (Swedish)Report (Other academic)
Abstract [sv]

Digitaliseringen av mode växer fram i allt större takt och under en tid där fysisk interaktion är begränsat. Under de senaste åren har flertalet samarbeten ägt rum mellan mode- och spelföretag, där digitala tvillingar av fysiska kläder skapas och implementeras i spel. Denna förstudie är finansierad av Västra Götalandsregionen och ämnar att undersöka kopplingar mellan mode och spel, dess skillnader och likheter när det kommer till konsumtion och betydelse av digitala respektive fysiska kläder, samt även undersöka samarbetsvägarna mellan dessa två områden och hur samarbeten skulle kunna se ut. Under förstudien har aktörer inom mode- och spelindustri intervjuats och en workshop har hållits för att få en djupare förståelse kring gemensamma intressepunkter och utmaningar. Resultatet har visat att det finns starka paralleller kring kläders representation för både skaparen och användaren i båda världar och att utmaningarna för samarbete dels ligger i tekniska begränsningar, företagskultur och bristande kunskap om det andra området hos respektive område. Resultatet visar också ett växande intresse och behov av hybriddesigner eller hybrida team som agerar som broar mellan dessa två områden.

Publisher
p. 12
National Category
Design Other Engineering and Technologies Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-23507 (URN)
Available from: 2024-01-03 Created: 2024-01-03 Last updated: 2025-02-24Bibliographically approved
Engström, H. & Backlund, P. (2022). Serious games design knowledge: Experiences from a decade (+) of serious games development. EAI Endorsed Transactions on Serious Games, 6(1), 1-13, Article ID e4.
Open this publication in new window or tab >>Serious games design knowledge: Experiences from a decade (+) of serious games development
2022 (English)In: EAI Endorsed Transactions on Serious Games, ISSN 2034-8800 , Vol. 6, no 1, p. 1-13, article id e4Article in journal (Refereed) Published
Abstract [en]

INTRODUCTION: Serious games is an effort to combine the engagement and motivation from games with some sort of utility beyond mere entertainment.

OBJECTIVES: The objective of this paper is to revisit and analyse six projects to explore the design space for serious games and derive design guidelines for serious games.

METHODS: We analysed our project portfolio to identify a set of projects which satisfied well-established guidelines for design science research. By analysing these projects as well as their outcomes we generated a set of design principles for serious games.

RESULTS: The results from this study is a conceptualisation of the design space for serious games and seven design principles.

CONCLUSION: By explicating the game design component in serious games and relating it to the utility dimension we add to the understanding of the serious games from a game perspective, which is relevant to any development effort intending to use the persuasive and motivational power of games.

Place, publisher, year, edition, pages
European Alliance for Innovation (EAI), 2022
Keywords
serious games, game design, game development, utility systems, information systems
National Category
Information Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19724 (URN)10.4108/eai.27-5-2021.170008 (DOI)
Funder
Länsförsäkringar ABRegion Västra Götaland
Note

Online first; published on 27 May 2021.

CC BY 4.0

"Funding has been provided by: University of Skövde, Länsförsäkringar, Sten A Olssons stiftelse för forskning och kultur, Church of Sweden, World Childhood Foundation, Region Västra Götaland, Swedish Rescue Services Agency research fund."

Corresponding author: Email: henrik.engstrom@his.se

Available from: 2021-05-28 Created: 2021-05-28 Last updated: 2022-09-12Bibliographically approved
Su, Y., Backlund, P. & Engström, H. (2021). Comprehensive review and classification of game analytics. Service Oriented Computing and Applications, 15(2), 141-156
Open this publication in new window or tab >>Comprehensive review and classification of game analytics
2021 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, E-ISSN 1863-2394, Vol. 15, no 2, p. 141-156Article in journal (Refereed) Published
Abstract [en]

As a business model, the essence of games is to provide a service to satisfy the player experience. From a business perspective, development in the game industry has led to the application of Business Intelligence (BI) becoming more and more extensive. However, related research lacks systematic examination and precise classification. This paper provides a comprehensive literature review of BI used in the game industry, focusing primarily on game analytics. This research mainly studies and discusses five aspects. First, we explore game analytics aspects in the available literature based on the traditional game value chain. Second, we find out the main purposes of using analytics in the game industry. Third, we present the problems or challenges in the game area, which can be addressed by using game analytics. Fourth, we also list different algorithms that have been used in game analytics for prediction. Finally, we summarize the research areas that have already been covered in literature but need further development. Based on the categories established after the mapping and the review findings, we also discuss the limitations of game analytics and propose potential research points for future research.

Place, publisher, year, edition, pages
Springer, 2021
Keywords
Business intelligence, Game analytics, game metrics, prediction, distribution channels, game publishing
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19216 (URN)10.1007/s11761-020-00303-z (DOI)000583654500001 ()2-s2.0-85094845529 (Scopus ID)
Projects
Game Hub Scandinavia 2.0 (NYPS 20201849)
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0 This research was supported by the University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak.

Published online: 1 November 2020

Available from: 2020-11-03 Created: 2020-11-02 Last updated: 2025-03-05Bibliographically approved
Su, Y., Backlund, P., Engström, H. & Strand, M. (2021). Data-driven Method for Mobile Game Publishing Marketing Promotion. 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), 12-14 November 2021, Guangzhou, China (pp. 35-42). IEEE
Open this publication in new window or tab >>Data-driven Method for Mobile Game Publishing Marketing Promotion
2021 (English)In: Proceedings 2021 IEEE International Conference on e-Business Engineering ICEBE 2021: 12-14 November 2021 Guangzhou, China, IEEE, 2021, p. 35-42Conference paper, Published paper (Refereed)
Abstract [en]

Marketing is vital for game businesses. However, it is hard to reach the target audiences and choose the right marketing strategies for different user acquisition channels in mobile game publishing. This paper shows how business intelligence can guide independent (indie) mobile game developers to do marketing promotion based on a data-driven method. We apply and extend the ARM funnel model from social game publishing to mobile game publishing and provide a data-driven method to evaluate the marketing promotion performance. First, in order to address indie game marketing challenges, we propose a data-driven method by defining key metrics and applying two different analysis methods for assessing mobile game marketing promotion. Second, we apply our data-driven method to an indie mobile game project and guide the indie game studio to determine the potential marketing promotion issues. Third, we also provide suggestions on improving marketing performance based on analysis results, especially by differentiating between channels. Finally, we summarize how our method can be generalized and used to guide indie mobile game marketing promotion, find high-quality channels for user acquisition, improve the marketing promotion effect, and discuss future research work.

Place, publisher, year, edition, pages
IEEE, 2021
Keywords
business intelligence, indie game developer, game analytics, marketing promotion, metrics, ARM funnel model, channel.
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB); Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-20885 (URN)10.1109/ICEBE52470.2021.00016 (DOI)000942017800006 ()2-s2.0-85128782709 (Scopus ID)978-1-6654-4418-7 (ISBN)978-1-6654-4419-4 (ISBN)
Conference
2021 IEEE International Conference on e-Business Engineering (ICEBE), 12-14 November 2021, Guangzhou, China
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

This research was supported by University of Skövde, Sweden Game Arena and the Game Hub Scandinavia 2.0 (NYPS 20201849) project under the EU regional development fund Interreg Öresund-Kattegat-Skagerrak. 

Available from: 2022-02-02 Created: 2022-02-02 Last updated: 2023-08-23Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-9972-4716

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