[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2534329.2534373acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

Smart Icebreaker: basic design for a serious game that promotes intimacy among group members

Published: 17 November 2013 Publication History

Abstract

Smart Icebreaker is a serious game for promoting intimacy among group members. Several studies on serious games have attempted to explore the functional purposes and the entertainment aspect of these games. In particular, on-going game research specifically targets basic relationship set-ups to enhance teambuilding. However, these studies do not cover fundamental personal relationship aspects, such as the psychological or the communicative aspects of the game players. Our previous research created a basic workflow in terms of communication and psychology theory using results from a workshop with first-year university students. Based on this workflow, the present study creates a basic design an outline for a serious game named "Smart Icebreaker." First, a basic scenario consisting of three stages and five levels is formulated. Second, a detailed scenario, termed Level 1, is created. Level 1 consists of two parts: Create Face and Ranking. Third, based on the scenario, a system diagram for a prototype is proposed.

References

[1]
Allen, L., Seeney, M., Boyle, L., and Hancock, F. 2009. The Implementation of Team Based Assessment In Serious Games, Conference in Games and Virtual Worlds for Serious Applications.
[2]
Annetta, L., and Bronack, S. 2011. Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds. Springer, New York.
[3]
Barbosa, A. F. S., and Silva, F. G. M. 2011. Serious Games - Design and Development of OxyBlood, Short presentation, ACE'2011 - Lisbon, Portugal.
[4]
Bououd, I., and Boughzala, I. 2013. A Serious Game Supporting Team Collaboration, CSCW '13: Proceedings of the 2013 conference.
[5]
Briot, J. P., Irving, M. A., Melo, G. M., Vasconcelos, J. E. F., Alvarez, I., Martin, S., and Wei, W. 2011. A Serious Game and Artificial Agents to support Intercultural Participatory Management of Protected Areas for Biodiversity Conservation and Social Inclusion, Second International Conference on Culture and Computing.
[6]
Clear, T, and Kassabova, D. 2005. Motivational Patterns in Virtual Team Collaboration, ACE '05: Proceedings of the 7th Australasian conference on Computing education - Volume 42.
[7]
Clear, T, and Daniels, M. 2001. A Cyber-lcebreaker for an Effective Virtual Group? TiCSE 2001.
[8]
Hassan, M. M., Hossain, M. S., Alamri, A., Hossain, M. A., AlQurishi, M., Aldukhayyil, Y., and Ahmed, D. T. 2011. A Cloud-Based Serious Games Framework for Obesity, Short presentation, ACE'2011.
[9]
Hogue, A., Kapralos, B., and Pierce, T. 2010. A Serious Game for Collaborative Intercultural Business Communication, HC '10: Proceedings of the 13th International Conference on Humans and Computers.
[10]
Martin, N. K., and Dixon, P. N. 1994. The effects of freshman orientation and locus of control on adjustment to college: A follow-up study, Social Behavior and Personality, 22(2), 201--208.
[11]
McLaughlin, T., Smith, D., and Brown, I. A. 2010. A Framework for Evidence Based Visual Style Development for Serious Games, ACM FDG'10.
[12]
Mitgutsch, K. and Alvarado, N., 2012. Purposeful by Design? A Serious Game Design Assessment Framework, Proceedings of the International Conference on the Foundations of Digital Games.
[13]
Moon, J., Oh, J., Oh, S., Kim, J. H., Doh, Y. Y., and Shi, C. 2013. Smart Icebreaker: A Workflow for Serious Game that Promotes Intimacy among Group Members, International Conference on Culture and Computing '13.
[14]
Rogers, Y., and Brignull, H. 2002. Subtle ice-breaking: encouraging socializing and interaction around a large public display. CSCW'02.
[15]
Sorensen, B. H., and Meyer, B. 2007. Serious games in language learning and teaching a theoretical perspective in Proceedings of the 2007 Digital Games research Association Conference.
[16]
Tran, M. Q., and Biddle, R. 2008. Collaboration in Serious Game Development: A Case Study, FuturePlay.
[17]
Winn, B. 2007. Design, play, and experience: A framework for the design of serious games for learning. Handbook of Research on Effective Electronic Gaming in Education. 1010--1024.
[18]
Yoon, J., Oishi, J., Nawyn, J., Kobayashi, K., and Gupta, N. 2004. FishPong: Encouraging Human-to-Human Interaction in Informal Social Environments, CSCW'04

Cited By

View all
  • (2024)Closeness facilitating interaction among Japanese learners of EnglishAILA Review10.1075/aila.24014.tuOnline publication date: 31-Oct-2024
  • (2020)Using the SGDA Framework to Design and Evaluate Research GamesSimulation and Gaming10.1177/104687811880882650:3(272-301)Online publication date: 18-Jun-2020

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
VRCAI '13: Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
November 2013
325 pages
ISBN:9781450325905
DOI:10.1145/2534329
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.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 November 2013

Check for updates

Author Tags

  1. Smart Icebreaker
  2. intimacy
  3. serious game

Qualifiers

  • Research-article

Funding Sources

  • KAIST High Risk High Return Project (HRHRP)

Conference

VRCAI 2013
Sponsor:

Acceptance Rates

VRCAI '13 Paper Acceptance Rate 35 of 75 submissions, 47%;
Overall Acceptance Rate 51 of 107 submissions, 48%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)52
  • Downloads (Last 6 weeks)4
Reflects downloads up to 01 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Closeness facilitating interaction among Japanese learners of EnglishAILA Review10.1075/aila.24014.tuOnline publication date: 31-Oct-2024
  • (2020)Using the SGDA Framework to Design and Evaluate Research GamesSimulation and Gaming10.1177/104687811880882650:3(272-301)Online publication date: 18-Jun-2020

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media