Why are video-games relevant test-beds for studying interactivity for engineers and AI researchers?

Sandy Louchart, Theodore Lim, Hani M. Al-Sulaiman

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this paper, we investigate the potential for games to act as a relevant test-bed for the study of interactivity for engineering. We first focus on the reach of digital gaming beyond the sole domain of entertainment. Video games are used in a wide range of activities and serious gaming represents a significant part of academic research across disciplines, including engineering. We summarise research on player motivation in order to understand the intrinsic motivation that push people to play, engage and enjoy the game. Understanding players’
motivations could be essential in designing engineering applications of the future. We then re-focus digital gaming research within the context of engineering and look at identifying the components of the game-based research that could be relevant for the engineering domain. Finally we comment on the first-person shooter video game Bioshock with respect to these components.
Original languageEnglish
Title of host publicationLearn to Game, Game to Learn; Proceedings of the 40th Conference ISAGA 2009
PagesSession O-25:110115_ISAGA2009
Number of pages7
Publication statusPublished - 15 Jun 2009
EventLearn to Game, Game to Learn; Proceedings of the 40th Conference - Singapore, Singapore
Duration: 29 Jun 20093 Jul 2009

Conference

ConferenceLearn to Game, Game to Learn; Proceedings of the 40th Conference
Abbreviated titleISAGA 2009
Country/TerritorySingapore
CitySingapore
Period29/06/093/07/09

Keywords

  • Digital gaming
  • simulations
  • player motivation

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