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Games

Engineering

Prof. Dr. Sebastian von Mammen

Leiter der Arbeitsgruppe Games Engineering Lehrstuhl für Mensch-Computer-Interaktion Fakultät für Mathematik & Informatik

Serious Games

als Lernbeschleuniger - worauf kommt es an?

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Games

Engineering

Lehre/Betreuung

- Games Engineering, B.Sc.

- Computer Science, M.Sc

- Human-Computer Systems, B.Sc.

- Human-Computer Interaction, M.Sc.

Derzeitige Mitarbeiter/innen

- Annika Fabricius, M.A.

finanziert durch die Universitätsbibliothek

- Mounsif Chetitah, M.Sc.

- Sooraj K. Babu, M.Sc.

- Sarah Hofmann, B.Sc.

- Johannes Büttner, B.Sc.

- Samuel Truman, B.Sc.

- Damian Kutzias, M.Sc.

with Fraunhofer IAO

- Andreas Müller, M.Sc.

finanziert durch den Lehrstuhl Physikalische Chemie,

- Simon Seibt, M.Sc.

an der TH Nürnberg

- Helge Olberding, M.Sc.

an der FHWS

+ HiWis

Echtzeitfähige Interaktive

Systeme Interaktive Simulation

Künstliches Leben

Künstliche Intelligenz

Wissenschaftliche Schwerpunkte

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Games

Engineering

Games Engineering, B.Sc.

- Game Labs 1, 2, 3 (je 15 bis 20 ECTS)

- Games Engineering Wahlfächer (5 bis 10 ECTS)

- Interaktive Künstliche Intelligenz (5 ECTS)

- Asset Development - Modellierung & Animation (5 ECTS)

- Seminar (5 ECTS)

- Praktikum (15 ECTS)

- Bachelorarbeit (15 ECTS)

Informatik, M.Sc. *

- Game Research Labs in den Bereichen:

Theorie/Systeme/Gestaltung/Anwendung (je 10 ECTS) - Seminar (5 ECTS)

- Wissenschaftliches Praktikum (10 ECTS)

- Masterarbeit (30 ECTS)

https://games.uni-wuerzburg.de

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Games

Engineering

global state

local state

topology

attributes values

0 10 20 30 40

1 1.5 2 2.5 3

generation f

max_c2

max_c1

avg_c2

avg_c1

Künstliches Leben

Selbst-

organisierende Systeme

Adaptive Systeme

A Model and Pipeline for Interactive Simulation of Morphological Biology

Andreas Knote and Sebastian von Mammen

Julius-Maximilians-Universit¨at, W¨urzburg

{andreas.knote, sebastian.von.mammen}@uni-wuerzburg.de

Abstract

In this work, we present our current efforts towards a com- prehensive, human-in-the-loop modelling framework for the study of complex morphogenetic systems. The state of our physical cell model providing localized surface-based inter- actions and built on top of a real-time capable particle-based physics engine is summarized. We further outline our long- term concept towards an integrated pipeline for automated model generation and refinement based on empirical data and human-in-the-loop simulations. With it, we strive to seamlessly integrate with a biologist’s workflow, for exam- ple through appropriate import and annotation tools for em- pirically obtained data, and intuitive and accessible tools and languages for behaviour description. To integrate the differ- ent software components into a real-time interactive system, we use UnrealEngine4, a state-of-the-art game engine.

Introduction

We aim to provide an interactive, immersive, and real-time framework for the modelling and simulation of morpho- genetic systems, see Figure 1. At its core, our concept en- visions a cell-centred simulation approach, where biologi- cal cells are represented as autonomous spatial agents with explicit physical shape and local, surface-based interactions embedded in a fluid dynamic simulation for substance dif- fusion. This core model needs to be augmented with an ac-

Informs EmpowersV

isual ScriptingPhysical Cell Model Empirical Data Pipeline

Figure 1: The basic components of our proposed concept.

An interactive, particle-based physical cell model (bottom) can be programmed using accessible tools such as visual scripting languages (middle) and integrated directly with empirically obtained data (top). For the latter, a comprehen- sive import and annotation pipeline is provided. Based on

Evolutionäre Algorithmen

Büttner et al., 2020

von Mammen, 2016 Rudolph et al., 2016

von Mammen & Jacob, 2008

Knote & von Mammen, 2017

Däschinger et al., 2017

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Games

Engineering

Künstliche Intelligenz

below occupied (=0)

Comb*

(=1)

Comb1 below

Comb*

p = 1.0 t = 1

(=1)

Comb2 place

Agenten- basierte

Modellierung Procedural

Content Generation

Knote & von Mammen, 2019

von Mammen et al., 2010

Shirazi et al., 2014 Ziegler & von Mammen, 2020

von Mammen & Jacob, 2008 [22]

Yasin & von Mammen, 2021

Kutzias & von Mammen, 2021

von Mammen, Wagner et al., 2017

von Mammen & Tar on, 2017

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Games

Engineering

Echtzeitfähige Interaktive

Systeme

Graphics Physics Streaming

Scene

Camera Blood Vessel

Blood Cell Server

Transform

Transform

Transform

Mesh

Mesh

User Interaction

(Blueprint) Tick

Push Flex Data To GPU Update Cohesion Springs

Update Rigidbodies

Update Solver Pull Flex Data From GPU

Synchronize Synchronize Cell Particle

Data

GameThread (CPU) FleX (GPU)

ACellSimulation::Tick

Video Player

Control Twitch Extension

Web Browser Video Player

Control Twitch Extension

Twitch

Rendering Game Mechanics Video Game

(Unity) Viewer/Player #1

WebSocket Server Web Browser

Viewer/Player #n

Visuelles

Programmieren

Software Engineering

von Mammen, Schellmoser et al., 2016

Ciolkowski et al., 2017

Truman et al., 2018

Wodarczyk & von Mammen, 2020

von Mammen et al., 2010

Knote & von Mammen, 2018

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Games

Engineering

Interaktive Simulation

BAC in ! Effects

0.3 - Slight decrease in vision performance, of concentration and judgement

- Impaired reflexes 0.5 - Speed is miscalculated

- Vision decreases by about 15%

- Reduced hearing

0.8 - Vision decreases by about 25%

- Tunnel vision

- Reaction time prolonged by 30 to 50%

- Balance disorders

1.0-2.0 - Further deterioration of vision performance - Disorientation and problems with spatial vision - Significantly disrupted responsiveness

- Loss of the ability to accept criticism 2.0-3.0 - Strong balance and concentration problems

- Memory gaps and confusion - Vomiting and muscle relaxation at 3.0 - Unconsciousness and memory loss

- Weak breathing and loss of reflexes at 4.0 - Paralysis, coma and death

TABLE I: The adverse effects of alcohol on the human body.

and ultimately boring experience. To keep an element of surprise, diamonds and beer cans are randomly distributed along the track. In order to ensure that the driver is not forced into any obstacles, i.e. to ensure that skilled driving provides for a smooth escape from any beer cans on the track, we defined spawning areas for the two types of icons (which could overlap) and allowed the spawned icons to shift and rotate within predefined ranges. This technique is similar to calculating potential solutions to inverse kinematics based on time and space constraints, see for instance [10]. Cars driving the opposite direction also add to a varied gaming experience.

They implement a simple behaviour, following a given path as closely as possible.

The realistic demonstration of the effects of alcohol is an important part of the model. It is based on data from the German federal centre for health education [11]. Table I sum- marises the physiological impairment. We focused on visual effects. With an increase in BAC, our visual perception blurs, gets shaky, loses colour and the edges get darker. Impacts on our sense of hearing is another important facet. Sounds appear muffled and less clear. Consequently, the feedback from and the knowledge about our environment is heavily diminished.

To infer concrete numbers, we assumed a 20 year old, 1,75m tall male driver, weighing 75kg. We further assumed a beer can to contain half a litre of (Bavarian) beer with 5% alcohol

0.0! 0

.6!

1.3! 2

.0!

2.7! 3

.3!

Fig. 6: Succession of increasingly low performing vision with increasing blood alcohol concentration.

IV. RESULTS & FUTURE WORK

Different from its precursors, Drink & Drive offers a fun and informative gaming experience about alcohol misuse in road traffic. It implements a scientifically backed model of perceptional and reaction impairments similar to numerous serious, non-game simulators but it also introduces gamifi- cation elements to engage young players. The impairment model is based on scientifically determined facts, but the corresponding visualisation can only be an approximation. In general, Drink & Drive is not set out to achieve great realism but rather to integrate the serious contents that are valuable and the game elements that trigger intrinsic motivation to engage the players. In particular, we tried to realise some of Koster’s work, speaking to the users’ competence, to establish relationships with the game contents but also social links providing a competitive environment, and to ease the user into playing, maintaining his autonomy as much as possible [12].

In a competition on interactive simulations, we presented

Logistik

Medizin/

Gesundheit Serious Games

Schikarski et al., 2015

von Mammen & Schmidt, 2019 von Mammen, Knote et al., 2016

von Mammen, Lehner et al., 2015

Meisch et al., 2017

Heinrich et al., 2019

von Mammen, Müller et al., 2019

Knote, Fischer et al., 2019

Jac ob et al., 2012

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von Mammen & Schmidt, 2019 von Mammen, Knote et al., 2016

BAC in ! Effects

0.3 - Slight decrease in vision performance, of concentration and judgement

- Impaired reflexes

0.5 - Speed is miscalculated

- Vision decreases by about 15%

- Reduced hearing

0.8 - Vision decreases by about 25%

- Tunnel vision

- Reaction time prolonged by 30 to 50%

- Balance disorders

1.0-2.0 - Further deterioration of vision performance - Disorientation and problems with spatial vision - Significantly disrupted responsiveness

- Loss of the ability to accept criticism

2.0-3.0 - Strong balance and concentration problems - Memory gaps and confusion

- Vomiting and muscle relaxation at 3.0 - Unconsciousness and memory loss

- Weak breathing and loss of reflexes at 4.0 - Paralysis, coma and death

TABLE I: The adverse effects of alcohol on the human body.

and ultimately boring experience. To keep an element of surprise, diamonds and beer cans are randomly distributed along the track. In order to ensure that the driver is not forced into any obstacles, i.e. to ensure that skilled driving provides for a smooth escape from any beer cans on the track, we defined spawning areas for the two types of icons (which could overlap) and allowed the spawned icons to shift and rotate within predefined ranges. This technique is similar to calculating potential solutions to inverse kinematics based on time and space constraints, see for instance [10]. Cars driving the opposite direction also add to a varied gaming experience.

They implement a simple behaviour, following a given path as closely as possible.

The realistic demonstration of the effects of alcohol is an important part of the model. It is based on data from the German federal centre for health education [11]. Table I sum- marises the physiological impairment. We focused on visual effects. With an increase in BAC, our visual perception blurs, gets shaky, loses colour and the edges get darker. Impacts on our sense of hearing is another important facet. Sounds appear muffled and less clear. Consequently, the feedback from and the knowledge about our environment is heavily diminished.

To infer concrete numbers, we assumed a 20 year old, 1,75m tall male driver, weighing 75kg. We further assumed a beer can to contain half a litre of (Bavarian) beer with 5% alcohol strength. This leads to one beer equaling about 0.3 ! of BAC.

The body shuts down at around 3 ! . As a result, collecting ten cans of beer results in loosing the game.

There are no impediments at the beginning of the game.

The player always starts the ride sober. Intoxication first results in a slight deterioration of clear-sightedness. Next, serious impairments start taking effect. At 0.6 ! , the vision gets darker

0 . 0 ! 0

. 6 !

1 . 3 ! 2

. 0 !

2 . 7 ! 3

. 3 !

Fig. 6: Succession of increasingly low performing vision with increasing blood alcohol concentration.

IV. R ESULTS & F UTURE W ORK

Different from its precursors, Drink & Drive offers a fun and informative gaming experience about alcohol misuse in road traffic. It implements a scientifically backed model of perceptional and reaction impairments similar to numerous serious, non-game simulators but it also introduces gamifi- cation elements to engage young players. The impairment model is based on scientifically determined facts, but the corresponding visualisation can only be an approximation. In general, Drink & Drive is not set out to achieve great realism but rather to integrate the serious contents that are valuable and the game elements that trigger intrinsic motivation to engage the players. In particular, we tried to realise some of Koster’s work, speaking to the users’ competence, to establish relationships with the game contents but also social links providing a competitive environment, and to ease the user into playing, maintaining his autonomy as much as possible [12].

In a competition on interactive simulations, we presented Drink & Drive to about 40 people, most of them students. They voted the game to be the best out of 15 projects, including in- teractive simulations about ants foraging, bee colony defence, and medical surgery. Criteria in the competition comprised the complexity of the scientific model, usability, and visual appeal.

As a next step, we will present Drink & Drive to a younger subset of the target audience (at ages 14 to 18) and inquire about their findings. We hope this study to allow for various

Games

Engineering

8

Serious Games

Schikarski et al., 2015

Figure 2: Screenshot of the game

Interface

The following controls and information widgets can be seen on the game screen:

info bar: at the top, shows how much money you have right now, how much you will gain (or lose) this year, what year it is, and how many years are left until the next elections.

tile settings: top left, use this dialog to change the type or use intensity of the tile(s) you have currently selected (selected tiles have a red border).

approval bars: top right, show how happy each voter group is with you.

turn button: bottom right, click this to advance to the next year.

overlays: bottom left, click the leaf button to show the biodiversity overlay, or the cog button to show the productivity overlay. Use these to see which areas have high or low biodiversity and productivity (brighter colours mean higher values).

The controls are as follows:

camera movement: Scroll to zoom in or out. WASD to pan, QE to rotate ( space rotates back to default).

tile selection: Click on a tile to select it. shift -click to select an additional tile, click-and-drag for area selection. Double-click to select a specific habitat.

(a) Separation

(b) Cohesion

(c) Alignment

Fig. 6: The aspects of basic boid behaviour as proposed by Reynolds. Taken from [19]. Each image depicts how the force (red arrow) that affects the boid (green triangle) in relation to the others (blue triangles) is composed. Only the boids that lie within a specific radius visualised by the grey circle are considered.

Fig. 7: An in-game school of fish.

Fig. 8: The visualisation of aquatic plants. Comparison of two models and their animated states.

Summarising, an exemplary user survey could acquire the following data from the player:

• Age and gender.

• Level of knowledge concerning climate change and its effects on the environment.

• Level of knowledge concerning aquatic plants and lake ecosystems.

• Preconditions concerning video games, e.g. experience in years or average video game playing duration per unit of time.

• Enjoyment and excitement while playing the game.

• Experienced level of immersion.

• Ease of playing / learning how to play.

• Quantity and quality of knowledge acquired while play- ing the game.

• Interest in the topic (before and after playing).

Within the scope of this course, it was not possible to conduct large-scale structured play-testing with representative player surveys. However, the game has been tested in various stages of the prototype. Most testers stated that the atmosphere, no- tably the music, the water colour and the animated fish, was perceived as particularly positive. The most negative aspect was that some testers had difficulties with the installation process, which includes installing Julia and linking it in the game. As a consequence, the process has been improved by enhancing the user guidance and feedback.

IV. C ONCLUSION

To summarise, one can say that based on the motivation to teach knowledge and raise awareness of the ecosystem in lakes and the effects of climate change on this system in a pleasant context, a serious point-and-click video game has been developed. The game design decisions were made by applying state-of-the-art academical knowledge of video game development. The player is taught knowledge in an enjoyable way as is retrieved as a reward for fulfilling various in-game activities. Subsequently, the knowledge is

x y

z

A B

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Games

Engineering

Serious Games

“unterhalten einen erziehungswissenschaft- lichen oder Lernaspekt und sind nicht nur für Unterhaltung bestimmt”

De Freitas & Liarokapis 2011

Definition

haben “ein Ziel jenseits der Unterhaltung”

(10)

Games

Engineering

Serious Games

• von Plato bis Piaget: Spielen heißt Lernen

• die ersten Serious Games waren

Simulationen, wie bspw. das Limonadenstand- Spiel von 1973

Kurze Geschichte

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11

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Games

Engineering

Game Engines

Code Module

• die ein Spiel antreiben

• unabhängig von den konkreten Inhalten

Gregory 2019

Definition

(13)

Games

Engineering

Game Engines

Google Books Ngram Viewer, 2019

(14)

Games

Engineering

Serious Games

• von Plato bis Piaget: Spielen heißt Lernen

• die ersten Serious Games waren

Simulationen, wie bspw. das Limonadenstand- Spiel von 1973

• erste Gestaltungsrichtlinien in den 80er Jahren

(bspw. Melone, 1981)

• America’s Army und Serious Games-Initiative 2002

Wilkinson 2016

Kurze Geschichte

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15

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Games

Engineering

Serious Games

Lobbyismus: Werbespiele, Ecogames, News Games,…

Lernen: Spatiotemporal, logisch, Fakten,…

über alle Disziplinen hinweg

Training: Sensorimotor, kognitiv

Therapie: Physiologisch, psychologisch

“Welt Retten”: Puzzle lösen, Big Data,…

Ziele

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Games

Engineering

“die Verwendung von Spielelementen in nicht-spielerischem Kontext“

Deterding et al. 2011

Gamification

Definition

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Games

Engineering

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Games

Engineering

https:/ /www .y outube.c om/ w atch ?v=ol_RRzJodtI

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Games

Engineering

Bewegung (room-scale und Teleportation zu vordefinierten Zielpunkten)

Manuelle Interaktion (Hebel, Knöpfe, Münzen,

“Methoden, die von Agenten aufgerufen werden, um eine Interaktion mit dem Spielzustand zu

ermöglichen”

Sicart 2008

Spielemechaniken

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Games

Engineering

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Games

Engineering

• Bekannte cart-Mechaniken

Begrenzte Rundenzeit (fordert sensorimotorische Spielleistung)

Blutalkohol (reduziert sensorimotorische Spielleistung)

Highscore (objektiviert und normiert die Spielleistung)

… lehren den negativen Einfluss von Alkohol auf sensorimotorische Leistungsfähigkeit.

Spielemechaniken

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Games

Engineering

https:/ /www .y outube.c om/ w atch ?v=X Q9isXgUKaQ

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Games

Engineering

• Bekannte First-Person-Shooter-Mechaniken

… werden direkt angewandt, um effizientes Zerlegen von Netzwerken zu trainieren.

Spielmechaniken

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Games

Engineering

Lernziele Mechaniken

Netzwerkzerlegung

Zielen und Schießen, Gesundheitsstatus, Boni

Performanzverlust

wg. Blutalkohol Fahrkontrolle

Historische

Umgebung und Narrativ

Navigation und

manuelle Interaktion

Stärk er e Beziehung zw . Zielen und Mechanik en

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Games

Engineering

Spiele-

entwicklung

1. Konzept

2. Pre-Produktion 3. Prototyp

4. Produktion 5. Alpha

6. Beta 7. Gold

8. Post-Produktion

Phasen

esi D

gn

ro P

ty to pe

ate

Agile Entwicklung

nce Co

alise ptu

ro P

to ty pe

P laytest

E va at lu e

ign Des

er

am G e

2. Ebene der agilen

Entwicklung

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Games

Engineering

Nutzerinteraktion

Domänenmodell

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Games

Engineering

Level Design

• Demographische Daten

• Wiederholbares Experiment

• Standardisierte Fragebögen

• Aufgabenspezifische Performanzmessung

• Analyse: Performanz vs. Schwierigkeitsstufe

Evaluation

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Games

Engineering

Gestaltungsumgebung für Serious Games

Entwicklung eines strukturierten Szenarios mithilfe dreier

Modellierungsschritte:

- Pädagogische Zielsetzung

- Interaktions-basiertes pädagogisches Szenario

- Unterhaltungselemente

Tran et al. 2010

Werkzeuge

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Games

Engineering

Werkzeuge ATTAC-L

• Domänen-spezifische Modellierungssprache

• Zwischen pädagogischer Gestaltung & narrativeer Modellierung

Van Broeckhoven et al. 2015

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Games

Engineering

4.2 Network Analysis of Game Elements

Figure 2. Network diagram of game elements.

Outcome of network analysis is presented on Figure 2. It describes well the richness of the game domain but it is not easy to read due to the huge number of detail. Network analysis illustrates clearly that the central game element is challenges. This is also in accordance with the general game design framework – designing challenges is the central point of game design and development (Adams, 2009). But also story, emotions, game world and intrinsic motivators play important roles. The results of network analysis are different from frequency analysis because the importance of a game element is not purely based on how frequently this element was mentioned but also how many connections it has to other game elements.

4.3 Concept Map of Game Elements

Abilities

Competences

Absolute Difficulty

Difficulty Achievements Badges

Cognitive Needs

Performance

Actions

Gameplay

Altruism Recruiting

Support

Art

Avatar

Game Aesthetics

Game World

NPC

Artwork

Atmosphere

Immersion

Attitudes

Environmental Aspects

Psychological Needs

Autonomy

Control

Self-Determination

Self Expression Extrinsic Reward

Feedback

Group ID Reputation

Resource Acquisition

Balance

Concentration Merging

Big Boss

Competition

Challenges

Creativity

Emotions

Engagement

Feeling Competent

Fun

Intrinsic Reward

Meaningfulness

Story Characters Empathy

Imagination

Cheating

Fairness

Intrinsic Motivation

Collaboration

Socialization

Communication

Community

Enjoyment

Competition mode

Interaction

Loosing Self Time Transformation

Conditions

Rules

FLOW - Autotelic experience

Followership

Meaningful Choices

Relative Difficulty

Social Needs

Creative Play

Fantasy

Culture

Curiosity

Decision Making

Ethics

Interactions

Details

Space

Levels

Dimensions

Discovering

Emotional Needs

Engrossment

Involvement

Extrinsic Motivation

Events

Experience

Perceived Difficulty

Motivation

Reward

Fight

Risk

Goals

Group Work

Identity

Merging

Importance

Interaction model

Interest

Knowledge

Feedback

Scoreboard

Location

Loyalty

Luck

Uncertainty

Making Decisions Messages

Opponent Actions Outside Factors

Physiological Needs

Player

Points

Positive Feedback

Preferences

Progress

Relatedness

Relations

Resources

Roles

Teamwork

Safe Environment

Self Identification Skills

Sound Status

Stile

Surprise

Time

Time Adjustments

Time Anomalies

Time Jumps

Time Pressure

Turns

Risk

Unknown Information

Utility

Voluntariness

Sillaots et al. 2016

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Lerntheorien

• Behaviorismus

• Kognitivismus

• Konstruktionismus

Ertmer & Newby 1993

Rahmenwerke für das Lernen

• (Revised) Bloom’s taxonomy

• Gardner’s multiple intelligences

Mosely et al. 2005

Spiel-

elemente

Systematische

Gestaltung

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Games

Engineering

LM-GM Framework

Lim et al. 2015

Figure 2. Learning and game mechanics used as the basis to construct the LM-GM map for a game

The LM nodes illustrated in figure 2 are a non-exhaustive list of learning mechanics that have been extracted from literature and discussions with educational theorists on 21 st century pedagogy, considering a variety of educational theories (e.g., constructivism, behaviourism, personalism), in particular those closer to game education (Keller, 1983; Gagnè, 1992; Papert and Harel, 1991; Brainerd, 1978). In the same manner, the GM nodes were obtained by reviewing articles on game mechanics and dynamics, and they represent the backbone of many game theories (Järvinen, 2008; Sicart, 2008;

Bellotti et al, 2009a; Bellotti et al, 2009b; Connolly et al., 2012). Proper combinations of these mechanics may be applied in several SG application domains, from languages to science, humanities and arts.

Application

For simplicity, the reading of the LM-GM model can be viewed as having two axes. On the horizontal axis lie the learning and game mechanics analogous to a breadth-first search. Core components run vertically down from the two root nodes (of learning mechanics and game mechanics respectively) in a manner similar to a depth-first search. Side or leaf nodes represent functional mechanics supporting the core.

From a pedagogical perspective, one would argue that how a user learns is, in essence, more important than the domain specificity of the medium through which the learning is performed. Based on Bloom’s theory (Bloom, 1956), a simplified framework/ classification (Table 2) organised in line with the digital taxonomy of Anderson and Krathwohl (2001) can be used to link commonly found game mechanics to learning mechanism. As an example, this table emphasises upon task-centred learning rather than cognitive learning. Indeed, a game can be seen as a continuous assessment of gained knowledge as the player proceeds from level to level.

So, a user of the model should identify which LM and GM are (or should be, in case of design) used in each game situation (among the ones listed in Figure 2), describe their relationships and implementation

Table 2. Classifications based on Bloom’s ORDERED Thinking Skills

By exploring the LM-GM model, the GALA network aims to address the mismatch between game mechanics and educational components at the design and development level. The model enables further questioning as to whether the games should adapt to existing pedagogical practices or whether they should be used to change practices since they form an entity which functions to educate and entertain through a single compelling experience. The impact from the SGMs investigations would draw out larger research themes on the intersections of games and pedagogy (both traditional and new). It will also pave the way for a toolset rather than a black box for designing content specific SG. It is important to note, though, that the LM-GM framework is not a formulaic means to design SGs. The purpose of the LM-GM is to support working with SGMs by functioning as a regression tool for developers and as analytic tool for those interested in studying the mechanisms joining pedagogical and game features.

Case study: LM-GM as an analysis tool

In this section, we describe a case study aimed at showing how to apply the framework in the analysis of the relationships between pedagogy and game mechanics in a state of the art SG such as Re-Mission (Kato et al., 2008).

Re-Mission is a game of the third-person-shooter (TPS) genre set within the bodies of young patients diagnosed with cancer, in which the player is tasked with aiding a virtual patient combat the disease and its effects. This game was chosen given its popularity and acknowledged effectiveness in the field, and because of the need to understand better whether its game mechanics at their implementation level are inherently pedagogically beneficial. Reported works (Kato et al, 2008; Tate et al, 2009, Wouters et al, 2011; Cole et al, 2012; Mader et al, 2012) on Re-Mission often do not sufficiently specify measures related to productive learning as a result of the game mechanics. Indeed, in several SGs, extraneous (i.e.

pedagogy-independent) game mechanics are often designed to enhance game play. Consequently, learning occurs only tangentially, and mainly due to the contents. However, providing contents non-

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Lerntheorien

• Behaviorismus

• Kognitivismus

• Konstruktionismus

Ertmer & Newby 1993

Rahmenwerke für das Lernen

• (Revised) Bloom’s taxonomy

• Gardner’s multiple intelligences

Mosely et al. 2005

Game Taxonomien

einschl. Spielelemente und assoziierter Zielsetzungen

E.g. De Lope & Medina-Medina 2017

Systematische Gestaltung

Spiel-

elemente

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Games

Engineering

“eine Menge an Konzepten und Kategorien einer Domäne, die ihre Eigenschaften und

Beziehungen zum Ausdruck bringt”

Oxford Dictionary 2020

Ontologie

Definition

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Games

Engineering

“Daten über Daten” ➤ “Daten, die Web-Ressourcen beschreiben”

wobei

- “Ressoucen” beliebige Objekte sein können und

- “Aussagen” Attribute mit Ressourcen verknüpfen

Lassila et al. 1998

Resource Description

Framework (RDF)

Idee

(37)

Games

Engineering

CleanWorld

Barbosa et al. 2014

(38)

Games

Engineering

HAS_CA TEGOR

Y

HAS_OBJECTIVE

HAS_OBJECTIVE HAS_OBJECTIVE

HAS_OBJECTIVE

HAS_KNO…

HAS_INSTRUC…

HAS_INSTRU…

HAS_K…

HAS_INSTRU…

HAS_KNO…

HAS_INSTRUCTIO…

HAS_KNOWLEDG…

BELONGS_T

O_COGNITIVE_PROCESS BELONGS_T

O_COGNITIVE_PROCESS BELONGS_T

O_CO…

BELONGS_T O_COGNITIV…

BELONGS_T

O_…

BELONGS_…

BELONGS_T…

BELONGS_T…

BELONGS_T

O…

BELONGS_T

O_COG…

BELONGS_T

BELONGS_T O_C…

O_…

BELONGS_TO…

BELONGS_T O_CO…

BELONGS_T

O_COGN…

BELONGS_T O…

BELONGS_T

O_COGNITIVE_PROCESS

BELONGS_T

O_COGNITIVE_PROCESS

BELONGS_T O…

BELONGS…

BELONGS_T BELONGS_…

BELONGS_T O…

BELONGS_TO_C…

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O_COGNITIVE…

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CleanW…

Find and collect

sev…

Activate solar panels.

Build Wind Towers

Repair Water

Mills

Item Find

Activate Solar

Panels

Build

Wind Towers

Repair

Water Mills

Applying

Apply Choose

Construct Develop

Experim…

Identify

Interview

Make use of

Model Organize

Plan

Select

Solve

Utilize

Underst…

Remem…

Define List

Omit

Recall

Show Classify

Compare

Contrast

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Explain Extend

Illustrate Infer

Interpret

Outline

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QuestTo…

Innov8

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Games

Engineering

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Games

Engineering

Serious Games

- Definition

- Kurze Geschichte Beispiele

- Barlock, Drink & Drive, Hord Battle III

- Spielemechaniken

Herausforderung: Gestaltung

- Agile Spieleentwicklung

- Details zu Hord Battle III

- Werkzeuge (EDoS, ATTAC-L)

- Spielelemente

Systematische Gestaltung

- Lerntheorien, Rahmenwerke, LM-GM framework

- Ontologie, RDF, OWL

- Ontologische Ableitung kognitiver Prozesse von Serious

Zusammen-

fassung

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Games

Engineering

[1] J. Bu¨ttner, C. Merz, and S. v. Mammen. Horde battle iii or how to dismantle a swarm. In 2020 IEEE Conference on Games (CoG), pages 640–641, 2020.

[2] M. Ciolkowski, S. Faber, and S. von Mammen. 3-d visualization of dynamic runtime structures.

In Proceedings of the 27th International Workshop on Software Measurement and 12th

International Con-ference on Software Process and Product Measurement, pages 189–198, 2017.

[3] M. D¨aschinger, A. Knote, R. Green, and Sebastian von Mammen. A human-in-the-loop environment for developmental biology. In Artificial Life Conference Proceedings 14, pages 475–482. MIT Press, 2017.

[4] S. Edenhofer, S. R¨adler, M. Hoß, and S. von Mammen. Self-organised construction with revit.

In Proceedings of the 2016 IEEE 1st International Workshops on Foundations and Applications of Self* Systems, pages 157–159, Augsburg, Germany, September 2016. IEEE Computer Society.

[5] M. K. Heinrich, S. von Mammen, D. N. Hofstadler, M. Wahby, P. Zahadat, T. Skrzypczak, M. D.

Soorati, R. Krela, W. Kwiatkowski, T. Schmickl, et al. Constructing living buildings: a review of relevant technologies for a novel application of biohybrid robotics. Journal of the Royal Society Interface, 16(156):20190238, 2019.

[6] C. Jacob, S. von Mammen, T. Davison, A. Sarraf-Shirazi, V. Sarpe, A. Esmaeili, D. Phillips, I. Yaz- danbod, S. Novakowski, S. Steil, C. Gingras, H. Jamniczky, B. Hallgrimsson, and B. Wright. LINDSAY Virtual Human: Multi-scale, Agent-based, and Interactive, volume 422 of Advances in Intelligent Mod-elling and Simulation: Artificial Intelligence-based Models and Techniques in Scalable

Computing, pages 327–349. Springer Verlag, 2012.

[7] A. Knote, S. Fischer, S. Cussat-Blanc, F. Niebling, D. Bernard, F. Cogoni, and S. von Mammen.

Immersive analysis of 3d multi-cellular in-vitro and in-silico cell cultures. In 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pages 82–827, Dec 2019.

[8] A. Knote and S. von Mammen. A model and pipeline for interactive simulation of morphological biology. In Morphogenetic Engineering Workshop, at the European Conference on Artificial Life (ECAL), 2017.

[9] A. Knote and S. von Mammen. Adaptation and integration of gpu-driven physics for a biology research ris. In 2018 IEEE 11th Workshop on Software Engineering and Architectures for Real- time Interactive Systems (SEARIS), pages 1–7, 2018.

[10] A. Knote and S. von Mammen. Interactive Agent-Based Biological Cell Simulations for Morphogenesis, chapter 9, pages 115–124. Kassel University Press, 2019.

[14] Y. Raies and S. von Mammen. A swarm grammar-based approach to virtual world generation. In Evo*

- evomusart: 10th International Conference on Artificial Intelligence in Music, Sound, Art and Design, 2021.

[15] S. Rudolph, S. von Mammen, J. Jungbluth, and J. H¨ahner. Design and evaluation of an extended learning classifier-based starcraft micro ai. In European Conference on the Applications of Evolutionary Computation, pages 669–681. Springer, 2016.

[16] A. Sarraf Shirazi, T. Davison, S. von Mammen, J. Denzinger, and C. Jacob. Adaptive agent

abstractions to speed up spatial agent-based simulations. Simulation Modelling Practice and Theory, 40:144–160, 2014.

[17] J. Schikarski, O. Meisch, S. Edenhofer, and S. von Mammen. The digital aquarist: An interactive

ecology simulator. In Proceedings of the European Conference on Artificial Life 2015 (ECAL), pages 389–396, 2015.

[18] S. Truman, N. Rapp, D. Roth, and S. von Mammen. Rethinking real-time strategy games for virtual reality. In Proceedings of the 13th International Conference on the Foundations of Digital Games, pages 1–6, 2018.

[19] S. Truman and S. von Mammen. An integrated design of world-in-miniature navigation in virtual reality. In International Conference on the Foundations of Digital Games, FDG ’20, New York, NY, USA, 2020. Association for Computing Machinery.

[20] S. von Mammen. Interactive self-organisation. Habilitation Thesis, University of Augsburg, November 2016.

[21] S. von Mammen, T. Davison, H. Baghi, and C. Jacob. Component-based networking for simulations in medical education. In IEEE Symposium on Computers and Communications, ISCC’10, pages 975–

979, Riccione, Italy, 2010. IEEE Press.

[22] S. von Mammen and C. Jacob. Evolutionary swarm design of architectural idea models. In Genetic and Evolutionary Computation Conference (GECCO) 2008, pages 143–150, Atlanta, USA, 2008. ACM Press.

[23] S. von Mammen and C. Jacob. Swarm-driven idea models - from insect nests to modern architecture. In

C. Brebbia, editor, Eco-Architecture 2008, Second International Conference on Harmonisation

Between Architecture and Nature, pages 117–126, Algarve, Portugal, 2008. WIT Press.

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Games

Engineering

[27]

S. von Mammen, D. Phillips, T. Davison, and C. Jacob. A graph-based developmental swarm

represen-tation and algorithm. In Swarm Intelligence, volume 6234 of Lecture Notes in Computer Science, pages 1–12, Brussels, Belgium, 2010. Springer Verlag.

[28]

S. von Mammen, S. Schellmoser, C. Jacob, and J. H¨ahner. The Digital Patient: Advancing

Medical Research, Education, and Practice, chapter 11. Modelling & Understanding the Human Body with Swarmscript, pages 149–170. Wiley Series in Modeling and Simulation. John Wiley &

Sons, Hoboken, New Jersey, 2016.

[29]

S. von Mammen and H.-G. Schmidt. Wenn eine miniatur laufen lernt. Bibliotheksforum Bayern, 13(4):250–253, 2019.

[30]

S. von Mammen and J.-P. Stegh¨ofer. Bring it on, complexity! present and future of self-organising middle-out abstraction. In The Computer after Me: Awareness and Self-Awareness in Autonomic Systems, pages 83–102. World Scientific, 2015.

[31]

S. von Mammen and J. Taron. A trans-disciplinary program for biomimetic computing and

architectural design. In 6th International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD), pages pp. 141–154, Manama, Bahrain, February 2012. ASCAAD.

[32]

S. von Mammen, S. Tomforde, and J. H¨ahner. An organic computing approach to self-organizing robot ensembles. Frontiers in Robotics and AI, 3:67, 2016.

[33]

S. von Mammen, D. Wagner, A. Knote, and U. Taskin. Interactive simulations of biohybrid systems. Frontiers in Robotics and AI, 4:50, 2017.

[34]

S. von Mammen, M. Weber, H. Opel, and T. Davison. Interactive multi-physics simulation for

endodon-tic treatment. In Modeling and Simulation in Medicine Symposium at SpringSim 2015, pages 36–41. Curran Associates, Inc., 2015.

[35]

D. Wagner, C. Hofmann, H. Hamann, and S. von Mammen. Design and exploration of braiding swarms in vr. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, page 13, Gothenborg, Sweden, November 2017.

[36]

S. Wodarczyk and S. von Mammen. Emergent multiplayer games. In IEEE CoG ’20: Proceedings of the 2nd International Conference on Games, Osaka, Japan, in press 2020. IEEE.

[37]

P. Ziegler, D. Roth, A. Knote, M. Kreuzer, and S. von Mammen. Simulator sick but still immersed:

A comparison of head-object collision handling and their impact on fun, immersion, and simulator sickness. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 743–744.

IEEE, 2018.

[Aarseth et al.(2003)Aarseth, Smedstad, and Sunnan ̊a] Espen Aarseth, Solveig Marie Smedstad, and Lise Sunnan

̊a. A multidimensional typology of games. In DiGRA Conference, 2003.

[Barbosa et al.(2014)Barbosa, Pereira, Dias, and Silva] André FS Barbosa, Pedro NM Pereira, Jo ao AFF Dias, and ̃ Frutuoso GM Silva. A new methodology of design and development of serious games. International Journal of Computer Games Technology, 2014, 2014.

[Büttner et al.(2021)Büttner, Merz, and Mammen] Johannes Büttner, Christian Merz, and Sebastian von

Mammen. Playing with dynamic systems-battling swarms in virtual reality. In International Conference on the Applications of Evolutionary Computation (Part of EvoStar), pages 309–324. Springer, 2021.

[De Lope and Medina-Medina(2017)] Rafael Prieto De Lope and Nuria Medina-Medina. A comprehensive taxonomy for serious games. Journal of Educational Computing Research, 55(5):629–672, 2017.

[Djaouti et al.(2011)Djaouti, Alvarez, Jessel, and Rampnoux] Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, and Olivier Rampnoux. Origins of serious games. In Serious games and edutainment applications, pages 25–43.

Springer, 2011.

[Ertmer and Newby(1993)] Peggy A Ertmer and Timothy J Newby. Behaviorism, cognitivism, construc- tivism:

Comparing critical features from an instructional design perspective. Performance improvement quarterly, 6(4):50–72, 1993.

[Lassila et al.(1998)Lassila, Swick, et al.] Ora Lassila, Ralph R Swick, et al. Resource description framework (rdf) model and syntax specification. 1998.

[Lim et al.(2015)Lim, Carvalho, Bellotti, Arnab, De Freitas, Louchart, Suttie, Berta, and De Gloria] Theodore Lim, Maira B Carvalho, Francesco Bellotti, Sylvester Arnab, Sara De Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta, and Alessandro De Gloria. The lm-gm framework for serious games analysis. Pittsburgh: University of Pittsburgh, 2015.

[Macklin and Sharp(2016)] Colleen Macklin and John Sharp. Games, Design and Play: A detailed approach to iterative game design. Addison-Wesley Professional, 2016.

[Malone(1981)] Thomas W Malone. What makes things fun to learn? a study of intrinsically motivating computer games. Pipeline, 6(2):50, 1981.

[McGuinness et al.(2004)McGuinness, Van Harmelen, et al.] Deborah L McGuinness, Frank Van Harmelen, et al.

Owl web ontology language overview. W3C recommendation, 10(10):2004, 2004.

References Serious Games

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Games

Engineering

Games

Engineering Games

Engineering

Prof. Dr. Sebastian von Mammen

sebastian.von.mammen@uni-wuerzburg.de Games Engineering Group

Chair of Human-Computer Interaction Julius-Maximilians University

Würzburg, Germany

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