Serious Games and the Internet of Things are research topics of high interest. The integration of these two domains has the potential for innovative new applications. This paper presents a framework for the combination of Serious Games and the Internet of Things. In addition, we present the system architecture for a Smart Serious Game (SSG) developed for measuring student engagement, and define the difference between an event driven game and an SSG. This paper also includes the updated data algorithms for representing student engagement as game points, based on further consideration on our previous publication.
Abstract. Student Engagement has been a strong topic of research for the avoidance of student drop out and the increase in grading. Serious games have highlighted benefits in engaging students, primarily through edutainment, educating via games. This article suggests a Computer Algorithm, purposed at measuring and encouraging student engagement. In addition, the algorithm accounts for sensor networks accessed both directly and through the Internet, extending its application to the Internet of Things (IoT).
This paper describes cell phone text messaging during the 2004 US Democratic and Republican National Conventions by protesters using TXTmob -a text-message broadcast system developed by the authors. Drawing upon analysis of TXTmob messages, user interviews, self-reporting, and news media accounts, we describe the ways that activists used text messaging to share information and coordinate actions during decentralized protests. We argue that text messaging supports new forms of distributed participation in mass mobilizations.
Computer games can be considered a form of art insomuch as they are critiqued, revered and collected for their aesthetics in addition to their ludic qualities. Perhaps most significantly, computer games incite a plethora of emotional responses in their players as a deliberate and defining mechanism. However, unlike other forms of traditional media and art, another key feature of games is their intrinsic interactivity, reliance upon technology and non-linearity. These traits make them particularly noteworthy if one wishes to consider how art forms might respond and adapt to their audience's emotions. The field of affective computing has been developing for several decades and many of its applications have been in the analysis and modelling of emotional responses to forms of media, such as music and film. In gaming, recent developments have led to an increasing number of consumer-grade biofeedback devices which are available on the market, some of which are explicitly sold as 'gaming controllers', giving rise to greater opportunity for affective feedback to be incorporated. In this chapter, a review is provided of the affective gaming field. Specifically, it is proposed that these developments give rise to interesting opportunities whereby virtual environments can be augmented with player affective and contextual information. An overview is provided of affective computing fundamentals and their manifestation in developments relating specifically to games. The chapter considers the impact this biometric information has upon games players, in terms of their experience of the game and the social connections between competitors. A number of associated practical and technological challenges are highlighted along with areas for future research and development activities. It is hoped that by exploring these developments in gaming that the longer established forms of art and media might be inspired to further embrace the possibilities offered by utilising affective feedback.
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