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This paper argues that it is important to study non-instrumental uses of ICT, including computer games. Specifically, the article presents the results of qualitative and quantitative work spanning eight years of investigation in Central Asia focused on computer gaming in public Internet cafes as well as private spaces. The results presented demonstrate that people do indeed play games in resource...
Mondial pervasive games feature the earth's surface as the game board on top of which players travel around the globe like virtual pawns in the game. ContextKing is a game that makes extensive use of sensory inputs from the real world to create a whole new game experience within a user's social network. We discuss the management and utilization of sensor data, the actual game setup, its adoption and...
While some educators have adopted commercial off-the-shelf games for use in the classroom, such games may not always meet the individual requirements of lecturers whose courses are tied to specific learning outcomes. An alternative is to capitalise on in-house expertise in higher education and create serious games through cross-disciplinary team projects. This paper outlines such a project within...
Ground truth, a training game developed by Sandia National Laboratories in partnership with the University of Southern California GamePipe Lab, puts a player in the role of an incident commander working with teammate agents to respond to urban threats. These agents simulate certain emotions that a responder may feel during this high-stress situation. We construct psychology-plausible models compliant...
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