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Sökning: WFRF:(Toftedahl Marcus)

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1.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Spelbaserad simulering för insatsutbildning : Slutrapport
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Denna rapport är en avrapportering av projektet Spelbaserad simulering för insatsutbildning. Projektet syftar till att:Studera hur serious games kan förstärka lärandemiljön i träning och utbildningPraktiskt testa och analysera användningen av spelteknologi för att ta fram rekommendationer för konstruktion av träningssimulatorerSkapa underlag för utveckling av Räddningsverkets utbildningsmetoder genom samarbete mellan forskare och praktikerSerious games och spelbaserad simulatorträning ses som en möjlighet att vidareutveckla undervisnings- och träningsmiljön inom räddningstjänst. Begreppet serious games definieras som att använda spel och spelteknik för att uppnå syften utöver ren underhållning. För att utnyttja områdets potential i största möjliga mån krävs en kombination av att utveckla och anpassa teknik så att den passar för ändamålet, detta kan till exempel innebära att utnyttja de möjligheter som modern spelteknik ger för att logga användarbeteende och resultat. Dessutom innefattar serious games en komponent av speldesign, det vill säga att utnyttja möjligheter som spel ger för att skapa en motiverande och engagerande lärandemiljö. Detta kan till exempel innebära att skapa tävlingsmoment och poängsystem som sporrar till upprepad användning. I projektet har vi utnyttjat såväl teknik- som speldesignskomponenten.Projektets syften har uppnåtts genom att producera och utvärdera ett prototypspel för insatsträning samt en modell för hur serious games kan användas i träning och utbildning. De huvudsakliga resultaten består av en spelprototyp av ett webbaserat spel för att träna beslutsfattande på taktisk nivå samt en pedagogisk modell för spelbaserad träning. Prototypen och modellen har testats på en distanskurs för Räddningsledarutbildning i regi av Myndigheten för samhällsskydd och beredskap (MSB). Utvärderingen visar på goda resultat vad gäller systemets användbarhet. Den pedagogiska potentialen har inte kunnat utvärderas fullt ut då prototypen inte blev en tillräckligt integrerad del i kursen där den utvärderades.Projektet visar att spelbaserad träning kan vara en möjlighet för pedagogisk utveckling med avseende på både teknik och pedagogisk kontext. I detta sammanhang är det viktigt att poängtera vikten av att genomföra och utvärdera pedagogiska anpassningar i samband med spelbaserad träning. Vidare har projektet har samarbetat med olika konstellationer av lärare och kursdeltagare vid MSB. En viktig lärdom är att tydliga resurser och organisatoriskt engagemang finns på plats i den här typen av samproducerande forskningsprojekt.
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2.
  • Alvarez Díaz, María Guadalupe, et al. (författare)
  • The Mystery of Elin : Incorporating a City Cultural Program on History and Heritage into a Pervasive Game
  • 2014
  • Ingår i: IE2014 Proceedings of the 2014 Conference on Interactive Entertainment. - New York, NY, USA : ACM Digital Library. - 9781450327909 ; , s. 1-10
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the medium to convey content along with features shared by pervasive games, such as mobile exploration, team work, and the combination of virtual and real worlds. It includes the process of adapting history to storytelling and the results of using a method to evaluate the experience.
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3.
  • Alvarez Díaz, María Guadalupe, 1965-, et al. (författare)
  • Your Answer Will Make an Impression : Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum
  • 2015
  • Ingår i: VS-Games 2015. - Skövde : IEEE Computer Society. - 9781479981021 - 9781479981014 ; , s. 1-4
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.
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4.
  • Backlund, Per, 1964-, et al. (författare)
  • Developing games for non-leisure contexts : Identification of challenges and research gaps
  • 2017
  • Ingår i: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). - : IEEE Computer Society Digital Library. - 9781509058129 - 9781509058112 ; , s. 15-22
  • Konferensbidrag (refereegranskat)abstract
    • The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics are studied in the realm of serious games development, and contrasts the results with challenges and problems expressed by a panel of developers and researchers in serious games and gamification to identify research gaps. Our findings indicate a lack of research on the actual usage situations of serious games. It seems that the phase of organizational deployment and use is most often overseen. Furthermore, we identified a lack of client/customer perspective in most research on the development of gamified solutions.
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5.
  • Backlund, Per, et al. (författare)
  • Tactical Incident Commander - an Online Training Game for Incident Commander Training
  • 2011
  • Ingår i: Proceedings of the 5th European Conference on Game Based Learning (ECGBL 2011). - : Academic Conferences Limited. - 9781908272195 - 9781908272188 ; , s. 9-17
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents an online training game for incident commanders to enact and create incident scenarios. The incident commander is the person in command on site when a rescue team is dispatched to a fire emergency. The challenge we are addressing in this work is to design a game and a game-based training process which can be used to support the change of work practice of fire fighters to become incident commanders (i.e. taking on a new professional role). The incident commander training game consists of two integrated parts: the IT artifact and the usage process. The two are integrated to provide necessary support for incident commander training via distance learning. The game is online and comprises three modules: The scenario player; the scenario creator, and; the log tool. The game and its pedagogical usage procedure are based on the theories of communities of practice and experiential learning. The novelty of this application lies in the combination of pedagogical theory and a specifically designed game. In comparison to other games for accident management training, the possibility for domain experts lacking of game design skills to create scenarios is an essential feature. Furthermore, the underlying fire simulation renders better "replayability" than a strictly branched scenario as the scenario creation is actually more of a process of setting conditions for the scenario than predicting each action of the player.
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6.
  • Engström, Henrik, 1968-, et al. (författare)
  • Game development from a software and creative product perspective : A quantitative literature review approach
  • 2018
  • Ingår i: Entertainment Computing. - : Elsevier. - 1875-9521 .- 1875-953X. ; 27, s. 10-22
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents the methodology and initial analysis of a systematic literature review that aims to explore how the craft and processes of game development have been studied in previous research. In particular, the review focuses on how previous research treats the inherent duality of video game development, since it both involves computer software development and creative production. Researchers are often in a position where they need to emphasize game development’s relation to one of these disciplines, and it is not unusual for game development to be treated as a direct offspring of one field with some mild influences from another. Employing a more all-encompassing review approach, that includes research conducted from the perspectives of both com- puter science and the arts and humanities equally, makes the presented study different from previous literature reviews. The results show that there is a tendency that the management of software development has a negative correlation with the management of creativity in the studied material. The heterogenity of the fields and the limited amount of studies that focus on the duality of game development suggest that there is a need for a deeper analysis of the individual components and to synthesize results from disparate fields. 
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7.
  • Engström, Henrik, 1968-, et al. (författare)
  • Shared learning objectives in interdisciplinary projects : Game design in a Sino-Scandinavian context
  • 2020
  • Ingår i: Journal of University Teaching and Learning Practice. - Wollongong, NSW, Australia : University of Wollongong. - 1449-9789. ; 17:1, s. 1-22
  • Tidskriftsartikel (refereegranskat)abstract
    • The learning goals of project-based courses are typically specific for each involved discipline. Game development is deeply interdisciplinary and some of its core principles are shared across disciplines, from art to programming. This article presents a project-based approach where students majoring in arts and students majoring in technology share learning objectives. The course has been developed in a Sino- Scandinavian collaboration. Experiences from well-established Scandinavian game development programmes have been transferred to a Chinese university context.This article presents an explorative mixed method evaluation of this course. The research design had two phases with an initial qualitative analysis resulting in a set of observations that were tested in the second, quantitative phase. A total of 34 students from a range of disciplines participated in a two week course. The quantitative analysis shows that art (n=13) and technology (n=14) students' reported very similar experiences and similar insights into core learning objectives. This study shows that deeply interdisciplinary project-based courses, with shared learning objectives can successfully be conducted even in a context with no prior experience of such approaches.
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9.
  • Toftedahl, Marcus, 1981-, et al. (författare)
  • A Taxonomy of Game Engines and the Tools that Drive the Industry
  • 2019
  • Ingår i: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference. - : Digital Games Research Association (DiGRA).
  • Konferensbidrag (refereegranskat)abstract
    • Game engines are a vital part of a game production pipeline, but there is a vagueness of definitions regarding the boundaries of components in a game engine and the rest of the production tools used in a game development pipeline. The aim of this paper is to nuance the use of the term game engine and to put it into the context of a game development pipeline. Based on data from the current state of game production, a proposed taxonomy for tools in game development is presented. A distinction is made between user facing tools and product facing tools. A defining characteristic of the production pipeline and game engines is their plasticity. One of the conclusions is that a “game engine” as a single entity containing the whole game production pipeline is not desirable due to the large number of competences and needs involved in a game development project.
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10.
  • Toftedahl, Marcus, 1981- (författare)
  • Being Local in a Global Industry : Indie Game Development in a Global Context
  • 2017
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The main goal of this PhD project is to study how small and independent game development studios are handling the global nature of the game industry of today from a game development and localization perspective. To understand this, the PhD work will integrate theories and views from three main areas; Indie game development, Game localization and Distribution models.
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