| dc.contributor.author | van Nimwegen, Christof | de_DE |
| dc.contributor.author | van Oostendorp, Herre | de_DE |
| dc.contributor.author | Bas, Michael | de_DE |
| dc.contributor.author | Modderman, Joost | de_DE |
| dc.contributor.editor | Eibl, Maximilian | de_DE |
| dc.date.accessioned | 2017-11-22T15:03:33Z | |
| dc.date.available | 2017-11-22T15:03:33Z | |
| dc.date.issued | 2011 | |
| dc.identifier.isbn | 978-3-486-71235-3 | en_US |
| dc.identifier.uri | http://dl.gi.de/handle/20.500.12116/7927 | |
| dc.description.abstract | In the current game practice there is a need for richer game grammars or ways of notation. Existing methods are not sufficiently able to accommodate the players’ mental states and actions during the game; we need better ways to visualize cognitive aspects within the player and the game events. In this project a Serious Game Studio, a Computer Science department and an HRD consultancy firm cooperate on a living case-study, a serious game to measure “Compliance” for job assessment in order to uncover individual traits (here: Compliance) in a structural manner. This paper describes the first concepts and progress of GameDNA (Game Discourse Notation and Analysis), a method to notate, analyze and visualize cognitive actions of players and interactive aspects during play. | de_DE |
| dc.language.iso | en | en_US |
| dc.publisher | Oldenbourg Verlag | de_DE |
| dc.relation.ispartof | Mensch & Computer 2011: überMEDIEN|ÜBERmorgen | de_DE |
| dc.subject | Game design | de_DE |
| dc.subject | visualization | de_DE |
| dc.subject | notation | de_DE |
| dc.subject | serious games | de_DE |
| dc.title | GameDNA: Towards game notation for discourse and player actions | de_DE |
| dc.type | talk | de_DE |
| dc.pubPlace | München | de_DE |
| mci.document.quality | digidoc | en_US |
| mci.reference.pages | 413-422 | de_DE |
| mci.conference.sessiontitle | Entertainment Interfaces Track | en_US |