Games as research environments offer solutions to common problems facing empirical research such as providing opportunity for increased replicability, enhancing the ability to simulate complex environments, acting as reliable testbeds and generating expansive data on subject interactions. For these reasons, across disciplines, researchers are increasingly enlisting the use of games. This trend is not without challenges, however, and currently not enough is known about how games could be fully utilized in service as rigorous research environments and the cost, complexity and rigor needed to produce these types of games remains high. This workshop aims to facilitate a discussion surrounding the major challenges faced and lessons learned by those using games as research environments. Additionally, this workshop will provide an opportunity for researchers to gain a more complete understanding of the various applications of games as research environments across domains.
We welcome 2-4 page position papers, written in extended abstract format, that either discuss experience using games for research environments and interesting problems faced or lessons learned, or cover a particular position on the following topics:
What are games as research environments?
Why would we use games to learn about the world?
‘Serious games’ for research
Reliability and validity of using games as research environments
Game design approaches with specific research in mind
Criteria for selecting existing games for specific purposes
Games for psychology and behavioral research
The design of stimuli that accounts for complex constructs such as social interaction and behaviors
Studies of games used for a specific domain or discipline
Games as research environments for the design of game components
Games as a testbed to validate algorithms
How do games impact your research environment?
A priori problems: design, creating valid stimuli for independent variables, adaptation, hypotheses, decision to include or exclude fun elements for serious games
A posteriori problems: data analysis, filtering, qualitative vs. quantitative, player telemetry, challenges with conclusions and takeaways
08月14日
2017
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