ABSTRACT
In the context of the development of Serious Games, this position paper sheds light on their possible use to support and enhance social inclusion through the presentation of three research projects in this domain. We first describe the context of our works and research. We then report on several events joining the scientific community that focused on the research on Digital Games for Empowerment and Inclusion. Last, we propose some results of our experience in this domain. The presented work particularly highlights the importance of user-centered design in interdisciplinary cooperation with psychologists, sociologists, vulnerable end users and the practitioners. We stress the relevance of progress beyond the state-of-the-art in recently focused areas of AI, such as, in computational theory-of-mind, in affective multimodal computing, in learning of socio-emotional skills, and in recovery of human attention processes. Typical examples are given to illustrate the projects' research results.
- Anderson, K., André, E., Baur, T., Bernardini, S., Chollet, M., Chryssafidou, E., Damian, I., Ennis, C., Egges, A., Gebhard, P., Jones, Hazaël., Ochs, Magalie., Pelachaud, Catherine., Porayska-Pomsta, K., Paola, Rizzo., Sabouret, N. (2013). The TARDIS framework: intelligent virtual agents for social coaching in job interviews. In Proc. 10th International Conference on Advances in Computer Entertainment Technology (ACE). Twente, the Netherlands, November 12--15, 2013. LNCS 8253.Google ScholarCross Ref
- Bernardini, S., Porayska-Pomsta, K., Smith, T. (2014). ECHOES: an Intelligent Serious Game for Fostering Social Communication in Children with Autism. Information Sciences, Elsevier.Google Scholar
- Degens, N., Hofstede, G.-J., Mascarenhas, S., Silva, A., Paiva, A., Kistler, F., André, E., Swiderska, A., Krumhuber, E., Kappas, A., Hume, C., Hall, L., Aylett, R. (2013). Traveller -- Intercultural training with intelligent agents for young adults. In Proc. Intelligent Digital Games for Empowerment and Inclusion (IDGEI), Chaina, Greece, May 14, 2013.Google Scholar
- Maung, D., Crawfis, R., Gauthier, L., Worthen-Chaudhari, L., Lowes, L., Borstad, A., McPherson, R. (2013). Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gestures. In Proc. Fundations of Digital Games (FDG), Chaina, Greece, May 14--17, 2013.Google Scholar
- Porayska-Pomsta, K., Rizzo, P., Damian, I., Baur, T., Andre, E., Sabouret, N., Jones, H., Anderson, K., Chryssafidou, E. (2014). Who's Afraid of Job Interviews? Definitely a Question for User Modelling. In Proc. 22nd Conference on User Modeling, Adaptation and Personalization (UMAP), Aalborg, Denmark, July 7--11, 2014.Google ScholarCross Ref
- Paletta, L., Dunwell, I., Gaved, M., Bobeth, J., Efremidis, S., Luley, P.-M., Kukulska-Hulme, A., de Freitas, S., Lameras, P., Deutsch, S. (2013). Advances in MASELTOV - Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants. In Proc. Advances in Computer Entertainment (ACE), Twente, the Netherlands, November 12--15, 2013.Google ScholarCross Ref
- Schuller, B., Dunwell, I., Weninger, F., Paletta, L. (2013). Serious Gaming for Behavior Change: The State of Play. IEEE Pervasive Computing 12(3): 48--55. Google ScholarDigital Library
- Schuller, B., Marchi, E., Baron-Cohen, S., O'Reilly, H., Robinson, P., Davies, I., Golan, O., Friedenson, S., Tal, S., Newman, S., Meir, N., Shillo, R., Camurri, A., Piana, S., Bolte, S., Lundqvist, D., Berggren, S., Baranger, A., and Sullings, N. (2013). ASC-Inclusion: Interactive Emotion Games for Social Inclusion of Children with Autism Spectrum Conditions. In Proc. 1st International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IDGEI 2013) in conjunction with the 8th Foundations of Digital Games 2013 (FDG), ACM, SASDG (Chania, Greece, May 2013).Google Scholar
- Schuller, B., Marchi, E., Baron-Cohen, S., O'Reilly, H., Pigat, D., Robinson, P., Davies, I., Golan, O., Friedenson, S., Tal, S., Newman, S., Meir, N., Shillo, R., Camurri, A., Piana, Stagliano, A., S., Bolte, S., Lundqvist, D., Berggren, S., Baranger, A., and Sullings, N (2014). The state of play of ASC-Inclusion: An Integrated Internet-Based Environment for Social Inclusion of Children with Autism Spectrum Conditions. In Proc. 2nd International Workshop on Digital Games for Empowerment and Inclusion (IDGEI 2014) held in conjunction with the 19th International Conference on Intelligent User Interfaces (IUI 2014), Computing Research Repository (CoRR), ACM publishing.Google Scholar
- Schuller, B., Marchi, E., Baron-Cohen, S., Lassalle, A., O'Reilly, H., Pigat, D., Robinson, P., Davies, I., Baltrusaitis, T., Mahmoud, M., Golan, O., Friedenson, S., Tal, S., Newman, S., Meir, N., Shillo, R., Camurri, A., Piana, S., Stagliano, A., Bolte, S., Lundqvist, D., Berggren, S., Baranger, A., Sullings, N., Sezgin, M., Alyuz, N., Rynkiewicz, A., Ptaszek, K., and Ligmann, K. (2015a). Recent developments and results of ASC-Inclusion: An Integrated Internet-Based Environment for Social Inclusion of Children with Autism Spectrum Conditions. In Proc. 3rd International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IDGEI 2015) as part of the 20th ACM International Conference on Intelligent User Interfaces, IUI 2015, Atlanta, GA. ACM, ACM. 9 pages.Google Scholar
- Picard, R. Affective Computing, MIT Press, 1998. Google ScholarDigital Library
- Cowie, R., Douglas-Cowie, E., Tsapatsoulis, N., Votsis, G., Kollias, S., Fellenz, W., & Taylor, J. G. (2001). Emotion recognition in human-computer interaction. Signal Processing Magazine, IEEE, 18(1), 32--80.Google ScholarCross Ref
- Poggi, I., Pelachaud, C., de Rosis, F., Carofiglio, V., & De Carolis, B. (2005). Greta. A believable embodied conversational agent. In Multimodal intelligent information presentation (pp. 3--25). Springer Netherlands.Google ScholarCross Ref
- Gratch, J., & Marsella, S. (2004). A domain-independent framework for modeling emotion. Cognitive Systems Research, 5(4), 269--306. Google ScholarDigital Library
- Michael, D. R., & Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade. Google ScholarDigital Library
- Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press. Google ScholarDigital Library
- Dunwell, I., Lameras, P., Stewart, C., Petridis, P., Arnab, S., Hendrix, M., de Freitas, S., Gaved, M., Schuller, B., and Paletta, L. (2013). Developing a Digital Game to Support Cultural Learning amongst Immigrants, in Schuller, B., Paletta, L., and Sabouret, N., editors. In Proc. 1st International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IDGEI 2013) in conjunction with the 8th Foundations of Digital Games 2013 (FDG), ACM, SASDG (Chania, Greece, May 2013).Google Scholar
- Paletta, L., Schwarz, S., Bobeth, J., Schwarz, M., and Tscheligi, M. (2015). Gaze Analysis in Mobile Pedestrian Navigation: Culture Affects Wayfinding Styles, Proc. 2nd International Workshop on Solutions for Automatic Gaze Data Analysis (SAGA 2015), in print.Google Scholar
- Paletta, L., Neuschmied, H., Schwarz, M., Lodron, H., Pszeida, M., Ladstätter, S., Luley, P. (2014), Smartphone Eye Tracking Toolbox: Accurate Gaze Recovery on Mobile Displays, Proceedings of the Symposium on Eye Tracking Research and Applications (ETRA 2014), pp. 367--68, ACM publishing. Google ScholarDigital Library
- Gaved, M., Luley, P. M., Efremidis, S., Georgiou, I., Kukulska-Hulme, A., Jones, A. C., Scanlon, E. (2014). Challenges in Context-Aware Mobile Language Learning: The MASELTOV Approach. Proc mLearn 2014, pp. 351--364.Google ScholarCross Ref
- Dunwell, I., Petridis, P., Lameras, P., Hendrix, M., Doukianou, S., and Gaved, M. (2014). Assessing the Reach and Impact of Game-Based Learning Approaches to Cultural Competency. Proceedings of the 2nd International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IUI2014), arxiv.org, in print.Google Scholar
- D. A. Kolb and R. Fry, Eds., Toward an applied theory of experiential learning. (Theories of Group Process. London: John Wiley, 1975.Google Scholar
- Marchi, E., Schuller, B., Baron-Cohen, S., Lassalle, A., O'Reilly, H., Pigat, Golan, O., Friedenson, S., Tal, S., Bolte, S., Lundqvist, D., Berggren, S., and Elfstroem, S.,: "Voice Emotion Games: Language and Emotion in the Voice of Children with Autism Spectrum Condition", Proc. 3rd International Workshop on Digital Games for Empowerment and Inclusion (IDGEI 2015) held in conjunction with the 20th International Conference on Intelligent User Interfaces (IUI 2015), ACM, Atlanta, US, 29.03--01.04.2015.Google Scholar
- Piana, S., Staglianò, A., Odone, F., and Camurri, A. Emotional charades. In Proceedings of the 16th International Conference on Multimodal Interaction, ICMI '14, ACM (New York, NY, USA, 2014), 68--69. Google ScholarDigital Library
Index Terms
Intelligent user interfaces in digital games for empowerment and inclusion
Recommendations
A topographical study of persuasive play in digital games
MindTrek '12: Proceeding of the 16th International Academic MindTrek ConferenceExpanding the bounds of digital educational games, this research describes the characteristics of games designed to modify player perspective, understanding, interests, activities or opinions. These persuasive play games include social impact games, ...
Digital games and beyond: what happens when players compete?
Because digital games are fun, engaging, and popular, organizations are attempting to integrate them within organizational activities as serious components, with the anticipation that they can improve employees' motivation and performance. But in order ...
Play to Learn: from Serious Games to just Games
GoodIT '23: Proceedings of the 2023 ACM Conference on Information Technology for Social GoodGames have been used for a few decades in research, formal education, and training of children and adults, and digital games are no strangers to educational uses. After all, everyone likes to play games, so it should stand to reason that educational ...
Comments