Gaming

Enhancing gaming, developing curricula to aid educational activities


We investigate gaming as a valuable scenario to engage people in a variety of tasks, including education, health and fitness, crowdsourcing tasks, and, of course, having fun. We look at new technologies for interactive and immersive gaming, as well as the social dynamics and incentive structures of games. In addition, we use the methods of machine learning and game theory to address relevant applications in both recreational games and in abstract decision games played in the real world.

Several of our activities relate to the use of games in education, particularly regarding language learning and teaching computer science. 

Publications

Emerson Murphy-Hill, Thomas Zimmermann, and Nachiappan Nagappan, Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development?, in Proceedings of the 36th International Conference on Software Engineering (ICSE 2014), ACM, June 2014

Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, and Tyson Solberg, Off With Their Assists: An Empirical Study of Driving Skill in Forza Motorsports 4, in Proceedings of the 9th International Conference on the Foundations of Digital Games (FDG 2014), April 2014

Florian 'Floyd' Mueller, Martin Gibbs, Frank Vetere, Stefan Agamanolis, and Darren Edge, Designing Mediated Combat Play, in The 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI '14) , ACM, February 2014

Florian 'Floyd' Mueller, Martin R. Gibbs, Frank Vetere, and Darren Edge, Supporting the Creative Game Design Process with Exertion Cards, in CHI 2014 Conference on Human Factors in Information Systems, ACM, 2014

Ivan Tashev, Kinect Development Kit: A Toolkit for Gesture- and Speech-Based Human-Machine Interaction, in Signal Processing Magazine, IEEE, September 2013

More publications...