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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. 


Gifford Cheung, Thomas Zimmermann, and Nachiappan Nagappan, The First Hour Experience: How the Initial Play can Engage (or Lose) New Players, in CHI PLAY '14: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM – Association for Computing Machinery, October 2014.

Börje F. Karlsson and Antonio L. Furtado, Conceptual Model and System for Genre-Focused Interactive Storytelling, in ICEC (International Conference on Entertainment Computing), Springer, October 2014.

Kyungmin Lee, David Chu, Eduardo Cuervo, Johannes Kopf, Sergey Grizan, Alec Wolman, and Jason Flinn, Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Cloud Gaming, no. MSR-TR-2014-115, 21 August 2014.

A Kumaran, Melissa Dunsmore, and Shaishav Kumar, Online Gaming for Crowdsourcing Phrase-equivalents, in the 25th International Conference on Computational Linguistics , ACL – Association for Computational Linguistics, August 2014.

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.

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