Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Going Beyond the Data: Empirical Validation Leading to Grounded Theory
Computational & Mathematical Organization Theory
Proceedings of the 46th Annual Design Automation Conference
The Long History of Gaming in Military Training
Simulation and Gaming
Cultural difference in image tagging
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Curator: a game with a purpose for collection recommendation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The challenge of designing scientific discovery games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
PeaceMaker: a video game to teach peace
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
BioWar: scalable agent-based model of bioattacks
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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In this article, the authors discuss the development of the SUDAN GAME, an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the SUDAN GAME is intended to be a prototype for policy making via gameplay. It is implemented within COSMOPOLIS, a massively multiplayer online game that is currently undergoing development. In this article, the authors discuss the game's design and how it can be used for policy development, with a focus on the underlying model and some discussion of the COSMOPOLIS implementation. They situate the game relative to other games that have crowdsourced serious problems and discuss the meaning of the policy solutions and collaboration witnessed along players. They conclude with a discussion of future development to be done to improve and expand upon the concepts used in their game.