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Open Video Game Library: Developing a Video Game Database for Use in Research and Experimentation

Published: 09 October 2023 Publication History

Abstract

Video games are utilized in some studies for evaluation experiments and demonstrations. However, because commercial video games cannot be edited, optimizing them for specific experiments is challenging. Thus, researchers may have to develop their own video games individually, which requires effort and impedes the comparison of their study with other similar studies. To overcome these limitations, in this study, we propose a user-friendly "Open Video Game Library" that can be used by researchers for experiments. We conducted a survey of previous studies and designed video games to meet researcher needs. The library features characteristics such as GUI-based parameter editing, play log output, open-source availability, and support for operation on multiple devices, with the aim of becoming the de facto standard for video games used for research purposes.

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References

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Masataka Goto, Hiroki Hashiguchi, Takuichi Nishimura, and Ryuichi Oka. 2002. RWC Music Database: Popular, Classical and Jazz Music Databases. In Ismir, Vol. 2. 287–288.
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Simo Järvelä, Inger Ekman, J Matias Kivikangas, and Niklas Ravaja. 2014. A Practical Guide to Using Digital Games as an Experiment Stimulus. Transactions of the Digital Games Research Association 1 (03 2014). https://doi.org/10.26503/todigra.v1i2.16
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Nicolas Nova and Timothée Jobert. 2009. Intuitivité et Incorporation Des Interactions Gestuelles Chez Les Utilisateurs de Jeux Vidéo. In Proceedings of the 21st International Conference on Association Francophone d’Interaction Homme-Machine (Grenoble, France) (IHM ’09). Association for Computing Machinery, New York, NY, USA, 213–221. https://doi.org/10.1145/1629826.1629860
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Shuhei Tsuchida, Satoru Fukayama, Masahiro Hamasaki, and Masataka Goto. 2019. AIST Dance Video Database: Multi-Genre, Multi-Dancer, and Multi-Camera Database for Dance Information Processing. In ISMIR, Vol. 1. 6.
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    cover image ACM Conferences
    VRST '23: Proceedings of the 29th ACM Symposium on Virtual Reality Software and Technology
    October 2023
    542 pages
    ISBN:9798400703287
    DOI:10.1145/3611659
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 09 October 2023

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    • Refereed limited

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    • Japan Society for the Promotion of Science (JSPS) Grants-in-Aid for Scientific Research (KAKENHI)

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    VRST 2023

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    Overall Acceptance Rate 66 of 254 submissions, 26%

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