Proceedings of the 29th Annual European Conference on Cognitive Ergonomics 2011
DOI: 10.1145/2074712.2074775
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Cognitive tasks and collaborative agents for microadaptive game activities

Abstract: Motivation -Activities in video games should be made more interactive to be motivating and meaningful.

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Cited by 3 publications
(4 citation statements)
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“…For instance, simulation games structure content in missions, feature non-player characters as 'advisors', the game world as a cognitive map, or provide cognitive cues [3]. In order to structure discovery learning activities, we have begun to apply cognitive task analysis to simulation and game environments [4]. Results would be typical sequences of learner actions in a specific lab -'good' sequences, 'bad' sequences, etc.…”
Section: Discussionmentioning
confidence: 99%
“…For instance, simulation games structure content in missions, feature non-player characters as 'advisors', the game world as a cognitive map, or provide cognitive cues [3]. In order to structure discovery learning activities, we have begun to apply cognitive task analysis to simulation and game environments [4]. Results would be typical sequences of learner actions in a specific lab -'good' sequences, 'bad' sequences, etc.…”
Section: Discussionmentioning
confidence: 99%
“…Both, combat and crafting, consist of sequences or series of activities. Our investigation of systems showed that the activity combat is focused in most commercial RPGs [10]. Unfortunately, crafting and similar associated occupations (e.g.…”
Section: Background and Examplementioning
confidence: 95%
“…are often underdeveloped (e.g. Drakensang, Dragon Age, see [10]). Generally it can be said that crafting, as realized by a lot of games, is seemingly not designed to motivate players.…”
Section: Background and Examplementioning
confidence: 99%
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