Understanding computers and cognition
Understanding computers and cognition
Collective Intelligence: Mankind's Emerging World in Cyberspace
Collective Intelligence: Mankind's Emerging World in Cyberspace
Communities of action: a cognitive and social approach to the design of CSCW systems
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
Towards a standard protocol for community-driven organizations of knowledge
Proceedings of the 2006 conference on Leading the Web in Concurrent Engineering: Next Generation Concurrent Engineering
Proceedings of the 8th International Conference on Entertainment Computing
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Representing Experience on Road Accident Management
WETICE '12 Proceedings of the 2012 IEEE 21st International Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises
Serious games for expertise training: Rules in questions
CGAMES '12 Proceedings of the 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES)
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Rules are used by Computer Games to evaluate losses, gains, changing items and actions of the players. In addition, they reinforce realism and playability, especially in training situations where Knowledge is complex and expert (e.g. best practices acquisition in crisis management, decision making in complex socio-technical systems…). To evaluate items and actions, we propose a dynamic solution using "participative rules". In this approach, based on Computer Supported Cooperative Work and Knowledge Engineering, the rules base is directly generated from a special discussion forum which contains successive versions of the textual rules continuously discussed and co-built by the designers' community, in strong relation with the players' community. This paper resumes a "Work in progress" recently presented with more details [1] to the Game Community, but it extends it by adding the point that, beyond the "Serious Games" field, the notion of "participative rule" that we are exploring, could interest more broadly Human and Social Scientists who seek new ways towards effective evaluation methods.