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Dynamic 'Participative Rules' in Serious Games, New Ways for Evaluation?

机译:动态“参与规则”在严重的游戏中,评估的新方法?

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Rules are used by Computer Games to evaluate losses, gains, changing items and actions of the players. In addition, they reinforce realism and playability, especially in training situations where Knowledge is complex and expert (e.g. best practices acquisition in crisis management, decision making in complex socio-technical systems...). To evaluate items and actions, we propose a dynamic solution using "participative rules". In this approach, based on Computer Supported Cooperative Work and Knowledge Engineering, the rules base is directly generated from a special discussion forum which contains successive versions of the textual rules continuously discussed and co-built by the designers' community, in strong relation with the players' community. This paper resumes a "Work in progress" recently presented with more details [1] to the Game Community, but it extends it by adding the point that, beyond the "Serious Games" field, the notion of "participative rule" that we are exploring, could interest more broadly Human and Social Scientists who seek new ways towards effective evaluation methods.
机译:计算机游戏使用规则来评估玩家的损失,收益,改变物品和行动。此外,它们还强化了现实主义和可玩性,特别是在知识是复杂的培训情况下的培训情况(例如,在危机管理中最佳实践收购,在复杂的社会技术系统中的决策......)。为了评估项目和操作,我们使用“参与规则”提出动态解决方案。在这种方法中,基于计算机支持的合作工作和知识工程,规则基础是从专门讨论论坛中直接生成的,该论坛包含连续讨论和由设计师社区持续讨论和共同构建的连续讨论和建立的连续版本。球员的社区。本文恢复了最近介绍了更多详细信息[1]到游戏社区的“正在进行的工作”,但它通过增加了“严肃游戏”领域,我们是“参与规则”的概念来扩展它探索,可能更广泛的人类和社会科学家,为有效的评估方法寻求新的方式。

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