Academic literature on the topic 'Game play Evaluation'

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Journal articles on the topic "Game play Evaluation"

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Gupta, Sagar, Prashant Kaushik, and Suma Dawn. "Game Play Evaluation Metrics." International Journal of Computer Applications 117, no. 3 (2015): 32–35. http://dx.doi.org/10.5120/20538-2902.

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Bunt, Lance, Byron Bunt, Veruschka Pelser-Carstens, and Gordon Matthew. "Play with Purpose: A Heuristic Approach to Evaluating Tabletop Serious Games for Academic Integrity Education." European Conference on Games Based Learning 18, no. 1 (2024): 142–52. http://dx.doi.org/10.34190/ecgbl.18.1.2879.

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This article introduces a heuristic evaluation of CiteSaga, a tabletop serious game designed to enhance skills in referencing and citation, crucial for academic writing in higher education. We detail the application and outcomes of a novel heuristic evaluation framework tailored for tabletop serious games, dubbed "Play with Purpose." This framework is distinguished by its focus on eight essential categories: Learning Experience, Utility, Game Features, Social Dynamics, Adaptability, Learning and Feedback, Play Experience, and Accessibility, marking a significant contribution to the evaluation
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O'Donoghue, P. G. "Using Technology to Evaluate Game Play for Beginners and Proficient Players That Encompasses Game-Play Evaluation." Research Quarterly for Exercise and Sport 87, sup1 (2016): S6—S7. http://dx.doi.org/10.1080/02701367.2016.1200405.

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Argaj, Gustáv. "Porovnanie plus/mínus bodov a hernej efektivity pri hodnotení individuálneho herného výkonu v basketbale." Studia sportiva 5, no. 1 (2011): 85–94. http://dx.doi.org/10.5817/sts2011-1-10.

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The paper deals with the results of research of evaluation of basketball individual game play performance. The subject of the paper has its importance for basketball coaches and players. Th e fi rst main purpose of the process of the evaluation is to give the most unprejudiced and the most exact information about the player’s individual game play performance. Th e second one is to provide with pedagogical feedback information, which help to raise the effi ciency of the training process. Th e aim was to enlarge knowledge about the evaluation of basketball individual game play performance and co
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Rowe, Jonathan P., Eleni V. Lobene, Bradford W. Mott, and James C. Lester. "Play in the Museum." International Journal of Gaming and Computer-Mediated Simulations 9, no. 3 (2017): 96–113. http://dx.doi.org/10.4018/ijgcms.2017070104.

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Digital games have been found to yield effective and engaging learning experiences across a broad range of subjects. Much of this research has been conducted in laboratory and K-12 classrooms. Recent advances in game technologies are expanding the range of educational contexts where game-based learning environments can be deployed, including informal settings such as museums and science centers. In this article, the authors describe the design, development, and formative evaluation of Future Worlds, a prototype game-based exhibit for collaborative explorations of sustainability in science muse
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Débordès, Jean-Baptiste, Gilles Caporossi, and Denis Larocque. "Is my cross-promotion profitable? Evaluation of game-to-game cannibalization in free-to-play mobile games." Journal of Marketing Analytics 9, no. 3 (2021): 173–84. http://dx.doi.org/10.1057/s41270-021-00122-x.

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Ge, Jin, Tu Manghui, Kim Tae-Hoon, Heffron Justin, and White Jonathan. "Evaluation of Game-Based Learning in Cybersecurity Education for High School Students." Journal of Education and Learning (EduLearn) 12, no. 1 (2018): 150–58. https://doi.org/10.11591/edulearn.v12i1.7736.

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Game based learning is a new game play mechanism that the players explore various aspects of game play in a learning context designed by the instructor or the game designer. Nevertheless, general acceptance of game based learning as a new learning paradigm was deferred by a lack of wellcontrolled, large sample efficacy studies. To address the increasing need of cybersecurity workforce, this paper introduces a game based learning method for high school cybersecurity education. Purdue University Northwest launched GenCyber high school summer camps to about 200 high school students in Chicago met
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Kasapakis, Vlasios, and Damianos Gavalas. "Revisiting design guidelines for pervasive games." International Journal of Pervasive Computing and Communications 13, no. 4 (2017): 386–407. http://dx.doi.org/10.1108/ijpcc-d-17-00007.

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Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa a
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Hérnandez-Orallo, José, Marco Baroni, Jordi Bieger, et al. "A New AI Evaluation Cosmos: Ready to Play the Game?" AI Magazine 38, no. 3 (2017): 66–69. http://dx.doi.org/10.1609/aimag.v38i3.2748.

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We report on a series of new platforms and events dealing with AI evaluation that may change the way in which AI systems are compared and their progress is measured. The introduction of a more diverse and challenging set of tasks in these platforms can feed AI research in the years to come, shaping the notion of success and the directions of the field. However, the playground of tasks and challenges presented there may misdirect the field without some meaningful structure and systematic guidelines for its organization and use. Anticipating this issue, we also report on several initiatives and
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Canaan, Rodrigo, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, and Stefan Menzel. "Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 31–37. http://dx.doi.org/10.1609/aiide.v16i1.7404.

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Hanabi is a multiplayer cooperative card game, where only your partners know your cards. All players succeed or fail together. This makes the game an excellent testbed for studying collaboration. Recently, it has been shown that deep neural networks can be trained through self-play to play the game very well. However, such agents generally do not play well with others. In this paper, we investigate the consequences of training Rainbow DQN agents with human-inspired rule-based agents. We analyze with which agents Rainbow agents learn to play well, and how well playing skill transfers to agents
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Dissertations / Theses on the topic "Game play Evaluation"

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Hannan, Joseph. "Formative Evaluation of a Family Cooperation Board Game." UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.

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A lack of credible evidence demonstrating the effectiveness of play therapy and the use of therapeutic board game in play therapy exists (Phillips, 2010; Matorin, 1996). Parent involvement is a key variable in the effectiveness of play therapy (Kottman, Stother, and Deniger, 2001). Formative research was used in this study to evaluate of The Super Family Board Game™ (SFBG) in order to develop an effective therapeutic board game aimed at enhancing family cooperation and cohesion. As the first formative evaluation of a therapeutic board game, this study provides future research implications for
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Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by
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Hill, Betty J. "Evaluation and Games That Music Teachers Play: A Case Study of a Peer Review Program." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1574681400815453.

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Skaret, Michael. "Digitala krigsspel i taktikutbildning." Thesis, Försvarshögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-2737.

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Försvarsmaktens budget blir allt mindre, detta innebär att man inte kan öva i samma omfattning med riktig ammunition och fordon. Intresset för digitala krigsspel och simulationer har därmed ökat. Men för att använda sig av spel i utbildning måste man veta hur man skall använda dem. Syftet med uppsatsen har således varit att undersöka om man kan använda sig av digitala krigsspel i sig självt som en bärare för lärande. Kan deltagarna lära sig taktik genom att bara spela ett spel? Det finns flera olika synsätt som stöder alternativt motbevisar om hur lärande sker då man använder sig av spel för l
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Diegues, Débora. "O modelo lúdico na análise do brincar de crianças com Síndrome de Down." Universidade Presbiteriana Mackenzie, 2015. http://tede.mackenzie.br/jspui/handle/tede/1651.

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Made available in DSpace on 2016-03-15T19:40:22Z (GMT). No. of bitstreams: 1 Debora Diegues.pdf: 2171489 bytes, checksum: 50565bd30b19e260009496839b1a626b (MD5) Previous issue date: 2015-08-04<br>In psychological literature there is considerable collection about the development of play, in its universal concept, but the same has not happened when thinking about studies on the play of children with disabilities, specifically the Down Syndrome (DS). Created in 1994 the Ludic Model (or Modéle Ludique) is a theoretical for clinical intervention, developed by Francine Ferland, occupational therap
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WANG, Wei-Hsuan, and 王瑋萱. "Design and Evaluation of Play-based Learning Game Literacy Training Course." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/hr83k3.

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碩士<br>國立臺灣師範大學<br>資訊教育研究所<br>102<br>This study developed a play-based learning game literacy course for pre-service science teachers and evaluated how this play-based course affects pre-service science teachers’ conceptions of learning games and their possible usages in their future teaching. A checklist for selecting appropriate science learning games was developed. A guide book was also edited to guide participants to follow the pre-designed course of training. Eighteen pre-service science teachers at a public university’s teacher education program participated an eight hour play-based train
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Seagram, Robert. "Use of constructivism in the development and evaluation of an educational game environment." Thesis, 2004. http://hdl.handle.net/10413/4101.

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Formal learning contexts often present information to learners in an inert and highly abstract form, making it unlikely that learners would ever use this information in their every-day lives. Learners do, however, show a greater propensity for retaining information that is seen as having relevance in their lives. Constructivism is an educational paradigm that has gained popularity amongst educationists. The core tenet of this paradigm is that learners learn through interaction with their environment and that all knowledge construction is based on previous life experience. Information that is p
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Chou, Yi-Shiuan, and 周逸璇. "The development and evaluation of a digital educational game using role-play strategy and simulation situation for teaching high school students’ electromagnet concepts." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/95638743809260882803.

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碩士<br>國立臺灣科技大學<br>數位學習與教育研究所<br>101<br>With the use of simulated manipulation in teaching, learners can learn physics procedural knowledge by manipulating the simulation software. Nowadays, the application of digital games to teaching is gradually emphasized in the field of learning technology. If we can further deepen the connection between learners and the realistic scenarios and provide learners appropriate game elements and various teaching strategies (e.g., situated learning, role-playing , and problem solving), this will help trigger learners’ learning motivation and effectiveness of the
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Fourie, Maria Elizabeth. "Voorwiskundige vaardighede as grondslag vir die bemeestering van wiskunde : 'n opvoedkundige sielkunde perspektief." Thesis, 2015. http://hdl.handle.net/10500/19163.

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Text in Afrikaans<br>Die doel van hierdie navorsing was om vas te stel of leerders in Graad R die nodige wiskundige vaardighede deur gestruktureerde spel bemeester het wat as grondslag vir verdere wiskunde-onderrig kan dien. In die literatuurstudie is die verskillende wiskunde konsepte in diepte ondersoek. Daar is ook gefokus op die oordra van wiskunde konsepte aan jong leerders. Verder is daar in die literatuurstudie ondersoek ingestel na die doel, waardes, tipes, ontwikkeling van spel asook spel in die moderne era. Vir die empiriese ondersoek is 103 Graad R-leerders van ses verskillende sko
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Books on the topic "Game play Evaluation"

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Constance, Kamii, ed. Achievement testing in the early grades: The games grown-ups play. National Association for the Education of Young Children, 1990.

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Paavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.

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The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is suitable for identifying playability problems in different phases of the game development life cycle. In this chapter we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-pl
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Fried, Robert L. Game of School: Why We All Play It, How It Hurts Kids, and What It Will Take to Change It. Wiley & Sons, Limited, John, 2015.

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Fried, Robert L. Game of School: Why We All Play It, How It Hurts Kids,and What It Will Take to Change It. Wiley & Sons, Incorporated, John, 2009.

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Fried, Robert L. The Game of School: Why We All Play It, How It Hurts Kids,and What It Will Take to Change It. Jossey-Bass, 2005.

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Hurka, Thomas, ed. Games, Sports, and Play. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198798354.001.0001.

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This volume contains philosophical essays on the neglected topic, at least in most recent philosophy, of games, sports, and play. Some of the essays address conceptual questions about what games and sports have in common that makes them such and that distinguishes them from other activities. Here many take their start from Bernard Suits’s celebrated analysis of game-playing in his book The Grasshopper, either to elaborate his analysis or to propose an alternative to it. Other essays address normative questions that can arise within these activities, for example about fairness in games and spor
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Desurvire, Heather, and Dennis Wixon. Heuristics uncovered for Games User Researchers and game designers. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0014.

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This paper presents a set of heuristics (PLAY and GAP) for game design and discusses the history of heuristics for games, describes the use of these heuristics, summarizes research demonstrating their effectiveness, and describes a hypothetical model that reviewers use when evaluating a game. The usage by designers and evaluators when reviewing two released games is also compared. Overall, heuristics were found to be much more effective than informal reviews and their use led not only to problem identification, but to suggested fixes, possible enhancements, and effective aspects of the existin
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Chambers, Dave. The Hockey Drill Book. Human Kinetics, 2016. http://dx.doi.org/10.5040/9781718219465.

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The best-selling hockey drill book returns, bigger and better than ever! Now with 500 drills for all aspects of the game, The Hockey Drill Book, Second Edition, is a must-have for every coach and player! With more than 40 years at the junior, university, NHL, international, and World Championship levels, five-time Coach of the Year Dave Chambers has spent countless hours on the ice developing players at every level. Practice after practice, he puts drills to the test, compiling the best here in The Hockey Drill Book. Accompanied by step-by-step instructions, diagrams, illustrations, and coachi
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Lablanc, Michael L. SC 77 Shakespearean Criticism: Criticism of William Shakepeare's Plays and Poetry, from the First Published Appraisals to Current Evaluations (Shakespearean Criticism (Gale Res)). Thomson Gale, 2003.

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Lablanc, Michael L. SC Vol 79 Shakespearean Criticism: Criticism of William Shakespeare's Plays and Poetry, from the First Published Appraisals to Current Evaluations (Shakespearean Criticism (Gale Res)). Thomson Gale, 2004.

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Book chapters on the topic "Game play Evaluation"

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Fujii, Keisuke. "Potential Play Evaluation with Learning-Based Agent Modeling." In SpringerBriefs in Computer Science. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-1445-5_4.

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Abstract This chapter explores the potential of learning-based agent models in play evaluation for sports analytics. It begins by discussing the fundamentals of agent modeling, including key concepts in this field, such as the Markov decision process, reinforcement learning, and game theory, and including several simulation platforms. Next, the inverse approach for player and team evaluation from data and the forward approach for virtual simulations are introduced, and the advantages of using learning-based methods over traditional simulation techniques are highlighted. These approaches collec
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Buchem, Ilona, Lukas Brömmling, and Niklas Bäcker. "“NAO Says”: Designing and Evaluating Multimodal Playful Interactions with the Humanoid Robot NAO." In Digital Interaction and Machine Intelligence. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-37649-8_14.

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AbstractNAO is a small humanoid robot which affords multimodal interaction through speech, non-verbal sounds, visual pattern recognition, gestures and touch. NAO can be animated to move its head, arms, legs in space and to manifest emotional reactions through dialogue, sounds, body movements and light effects. This paper reports on the design, implementation, play-testing and evaluation of a multimodal, playful interaction with NAO in two pre-studies and one pilot study with altogether 209 participants of all age groups. The application “NAO says” was designed based on the popular imitation ga
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Derbali, Lotfi, and Claude Frasson. "Physiological Evaluation of Attention Getting Strategies during Serious Game Play." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21869-9_65.

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Fujii, Keisuke. "Predictive Analysis and Play Evaluation with Machine Learning." In SpringerBriefs in Computer Science. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-1445-5_3.

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Abstract This chapter examines the important role of machine learning in sports predictive analysis and play evaluation. It covers a spectrum of techniques, from traditional result analysis to advanced machine learning approaches, addressing key areas such as game result, event, and trajectory prediction, as well as action and space evaluation in team sports. The chapter introduces various datasets and methodologies, highlighting the evolution from rule-based systems to deep learning models. It explores how these techniques are applied to classify plays, cluster similar behaviors, extract mean
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Husna, Asmaul, and Martin Müller. "Analysing KataGo: A Comparative Evaluation Against Perfect Play in the Game of Go." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-86585-5_4.

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de Souza Filho, José Cezar, Ingrid Teixeira Monteiro, and Paulyne Matthews Jucá. "Game for PLAYability Heuristic Evaluation (G4H-PLAY): Adapting G4H Gamification to Allow the Use of Playability Heuristics." In Design, User Experience, and Usability. Practice and Case Studies. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23535-2_5.

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Birklein, Laura, and Anna Susanne Steinweg. "I Can Do It on My Own?! Evaluation of Types of Implementation of Digital Game-Based Learning in Early Mathematics Education." In Teaching Mathematics as to be Meaningful – Foregrounding Play and Children’s Perspectives. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-37663-4_5.

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AbstractThis contribution gives exemplary insight in some results of the project EfEKt. The study evaluates different aspects of the implementation of the tablet app MaiKe, which has been developed to support mathematical competencies of children aged 4–6. The use of digital media in early childhood education is often discussed very critically in Germany. The research design, therefore, compares differences between free and supervised settings of use implementation in two designs for intervention groups. Above all, EfEKt investigates the effect of the app use on the development of children’s m
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Isbister, Katherine. "Enabling Social Play: A Framework for Design and Evaluation." In Evaluating User Experience in Games. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-963-3_2.

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Chu, Kimberly, Chui Yin Wong, and Chee Weng Khong. "Methodologies for Evaluating Player Experience in Game Play." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22098-2_24.

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Desurvire, Heather, and Charlotte Wiberg. "Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration." In Online Communities and Social Computing. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02774-1_60.

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Conference papers on the topic "Game play Evaluation"

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Ziemer, Tim. "Results from the Curat Sonification Game." In ICAD 2024: The 29th International Conference on Auditory Display. International Community for Auditory Display, 2024. http://dx.doi.org/10.21785/icad2024.007.

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In 2020, we released the CURAT sonification game, a multi- platform game for the remote evaluation of our three-dimensional psychoacoustic sonification. In this paper, we present an evaluation of the initial results. These indicate that gamification is a reliable means for the remote evaluation of sonification. But the game should be kept simplistic, as many players only play the default modes. The performance results are comparable to results from laboratory experiments and underline that interaction tremendously improves the precision with which users can interpret the sonification.
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Zheng, Chuanxiong, Lei Zhang, Hui Wang, Randy Gomez, Eric Nichols, and Guangliang Li. "Shaping Social Robot to Play Games with Human Demonstrations and Evaluative Feedback." In 2024 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 2024. http://dx.doi.org/10.1109/icra57147.2024.10611605.

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Constant, Thomas, and Guillaume Levieux. "Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play." In CHI PLAY '22: The Annual Symposium on Computer-Human Interaction in Play. ACM, 2022. http://dx.doi.org/10.1145/3505270.3558343.

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Li, Zun, and Michael P. Wellman. "A Meta-Game Evaluation Framework for Deep Multiagent Reinforcement Learning." In Thirty-Third International Joint Conference on Artificial Intelligence {IJCAI-24}. International Joint Conferences on Artificial Intelligence Organization, 2024. http://dx.doi.org/10.24963/ijcai.2024/17.

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Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL, by framing each MARL algorithm as a meta-strategy, and repeatedly sampling normal-form empirical games over combinations of meta-strategies resulting from different random seeds. Each empirical game captures both self-play and cross-play factors across seeds. These empirical games provide the basis for constructing a sampling distribution, using bootstrappi
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Jayakrishnan, Gokul Chettoor, Vijayanand Banahatti, Sachin Lodha, Gangadhara Sirigireddy, and Shree Nivas. "Housie: A Multiplayer Game for Cybersecurity Training and Evaluation." In CHI PLAY '22: The Annual Symposium on Computer-Human Interaction in Play. ACM, 2022. http://dx.doi.org/10.1145/3505270.3558328.

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van Dooren, Marierose M. M., Renske Spijkerman, Richard H. M. Goossens, Vincent M. Hendriks, and Valentijn T. Visch. "PLEX as input and evaluation tool in persuasive game design." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. ACM, 2014. http://dx.doi.org/10.1145/2658537.2661314.

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Kim, Jung-Ho, Soon-Chul Kwon, Kwang-Chul Son, and Seung-Hyun Lee. "Evaluation of vision training using 3D play game." In SPIE/IS&T Electronic Imaging, edited by Nicolas S. Holliman, Andrew J. Woods, Gregg E. Favalora, and Takashi Kawai. SPIE, 2015. http://dx.doi.org/10.1117/12.2082781.

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Ioan, Augustin. "POSSIBILITIES OF PLAY ACTIONS EVALUATION IN VOLLEYBALL." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-228.

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The purpose of this writing was that one of testing the working instruments, which are to be used within the doctor paper. To evaluate the play actions it has been used the evaluation scale of the International Volleyball Federation (Manual for Statistical Match Records). The results have been graphically presented and centralized. Every actionis evaluated by using a scale of 5 degrees based on the effect on the score or further control of the ball by the team that plays the ball or by the opposite team: ACE (4) won point, EXCELLENT (3) - full control either won or maintained, GOOD (2) - limit
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Vayanou, Maria, and Yannis Ioannidis. "Storytelling games with art collections: Generic game-play design and preliminary evaluation through game testing sessions." In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2017. http://dx.doi.org/10.1109/vs-games.2017.8056612.

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Su, Yanhui, Per Backlund, and Henrik Engström. "A Data-driven Model for Mobile Game New Version Update Evaluation." In Proceedings of DiGRA 2020 Conference: Play Everywhere. Digitial Games Research Association DiGRA, 2020. https://doi.org/10.26503/dl.v2020i1.1192.

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Reports on the topic "Game play Evaluation"

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Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, 2020. http://dx.doi.org/10.51388/20.500.12265/94.

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Abstract:
Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with inform
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Legarreta, Regina, Anais Maria Anderson Alonso, Maria Clemencia Monroy, et al. Corporate Evaluation: Managements Implementation of OVE Recommendations: IDB Groups Evaluation Recommendation Tracking System 2022. Inter-American Development Bank, 2023. https://doi.org/10.18235/0005311.

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The objective of this report is to inform on the extent to which Management has implemented relevant actions to address the challenges that gave rise to the recommendations issued by OVE in its evaluations, thereby strengthening accountability and institutional learning. Once the Executive Boards of the IDB and IDB Invest endorse the recommendations, Management prepares an action plan (AP) that is registered in the ReTS. OVE analyzes the relevance and evaluability of the APs when Management prepares or modifies them; It reviews its implementation every year, and for up to four years, and, at t
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