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New entry in Digiplay games research bibliography:

Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation environment in which students can create a game strategy via programming for a challenging strategy-type game. After completion of the game, the environment provides the student with a set of metrics that provides helpful clues as to how the student might reprogram the strategy to improve the result. The provided metrics help to avoid a tedious trial-and-error refinement process and, therefore, greatly motivate the student to complete the assignment and achieve a better result. The simulation environment can be used in either a standalone mode or in an interactive mode in which the students compete against one another online. The competition element increases the motivation of the students to complete the task to the best of their ability.

New entry in Digiplay games research bibliography:

Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.

New entry in Digiplay games research bibliography:

Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.

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