Browsing by Author "Stanley, Kevin G."
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Item Metadata only Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations(ACM, 2010) Livingston, Ian J.; Mandryk, Regan L.; Stanley, Kevin G.Heuristic evaluation -- a technique where experts inspect software and determine where the application violates predetermined policies for good usability - is an effective technique for evaluating productivity software. The technique has recently been applied to video games, examining playability and usability for both single and multiplayer games. However, the severity ratings assigned to usability problems and used as a coarse categorization method for triage are still subjectively and somewhat arbitrarily assigned by evaluators, offering limited organizational value. In addition, they fail to account for the diversity found between games and game genres. In this paper we present a modified heuristic evaluation technique, which produces a prioritized list of heuristic violations based on the problem's frequency, impact, persistence, the heuristic it violates, and the game's genre. We evaluate our technique in a case study and show that the technique provides substantial value with little additional effort.Item Metadata only The design and evaluation of a classroom exergame(ACM, 2013) Watson, Diane; Mandryk, Regan L.; Stanley, Kevin G.Balancing academic, physical and emotional needs of students while maintaining student interest is increasingly challenging in the resource constrained environments of the modern classroom. To answer this need we created and evaluated an exergame system called Vortex Mountain, which leverages the physical benefits of exercise and the motivational benefits of educational games to provide a healthy and engaging classroom activity for middle school students. Through a controlled study, we demonstrate that our classroom exergame provides similar affective, engagement, and learning benefits to an exercise or game intervention, while leveraging the valuable ancillary benefits of each. Thus, we believe that exergames have a future in the modern classroom and possess significant potential for future technical and pedagogical research.Item Metadata only Gemini: A Pervasive Accumulated Context Exergame(Springer, 2011) Stanley, Kevin G.; Livingston, Ian J.; Bandurka, Alan; Hashemian, Mohammad; Mandryl, Regan L.Exergames encourage physical activity, but generally require specialized hardware and prescribed activities; whereas pervasive accumulated context exergames (PACEs) allow players to choose their type of exercise, but have limited depth of play. For mass commercialization of PACEs, facilitating long-term behavioural change, we propose two requirements: that PACEs support large-scale and flexible deployment; and that the design of PACEs support staying power through long-term playability. From these requirements, we motivate six PACE design principles and use these principles to develop a multiplayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change.Item Metadata only PiNiZoRo: a GPS-based exercise game for families(ACM, 2010) Stanley, Kevin G.; Livingston, Ian; Bandurka, Alan; Kapiszka, Robert; Mandryk, Regan L.Obesity is a growing problem among children, due in part to their sedentary lifestyles. Time spent engaged in physical activity is decreasing, while time spent playing computer and video games is on the rise. We leverage children's interest in digital games to encourage families to engage in purposeful walking. We present a GPS-based game, played on a mobile device that uses walking as a primary gameplay mechanic. Our game, PiNiZoRo, includes a fighting game, triggered at points along a real-world route, and a map editor that allows parents and recreation specialists to create custom routes in their neighbourhoods. Results from an initial focus group with parents were positive, as they showed enthusiasm for the concept, implementation, and gameplay.