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I am interested in all aspects of research
concerned with gaming. However my main interests lie with
work on techniques and interfaces for games that are built
on emotions, improvisation, drama etc. I also work for
Gamefederation,
a company that builds platforms for gaming services for both
broadband and mobile games. I lead and organise the work on
Gametheme at SICS.
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I have lots of different interests. With the help of in-built
systems, fuse together the physical world with an idealised game
world. Look at tools to support a game leader perform in a
game, not only in traditional games but also in new types
of games. To look at techniques as a tool for creating magic!
or the opposite to look at magic as a conceptual structure
to explain something incomprehensible and complex. An early
idea is described
here
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Gaming is interesting because it is not "good for something"
in the meaning that, for example, a word processor is.
Research often ignores that people are not just workers,
and that they also want to relax and have fun. If we
forget about Lutheran thoughts that in order to produce
useful things, then we can begin to think about new important
questions, e.g. what is fun and how do you measure it?
At the same time can also become more creative in
our own work! Personally I am a confirmed game player
who, in the past few years, has mostly played role-playing
and adventure games, and most recently
Never Winter Nights (but I am interested in nearly everything
relating to gaming!).
I am also interested in interactive narrative, especially
narratives that challenge players on an emotional and
social level. I want to build technologies for storytelling
where social and emotional interaction are necessary to
make sense of what is going on. As well as having quick
fingers, I also want the game player to be able to use
everyday knowledge she/he has about being human within
the game environment.
Concrete question that interest me include, how can you
combine interactivity with narratives (a classic), which
role do emotions and social behaviour have in stories and
games and how they are implemented. For the time being
I am involve in an EU project called Magicster where I
amongst other things work with the above questions.
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After some initial experience playing Space Invaders on a
Sharp MZ-80K in the early 1980s, it was playing nethack
while an undergraduate and early in my postgraduate
career that piqued my interest in gaming. Despite it's impoverished
interface I've yet to see a game that matches nethack for depth and
playability. I have previously worked a lot with collaborative
virtual environments and telepresence systems, and the collaborative
challenges of on-line gaming are of interest to me.
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I am not really interested at all with traditional computer games.
At all. What I am interested in is narrative - especially interactive
narrative. I am also interested in emotions and interaction, which have an
obvious application within the gaming area. I think new dolls that
you use to interact with and can use to express emotions are
especially fun - e.g. for a game but maybe even for interactive drama?
I have evaluated/done user studies on many systems that concern
games: Agneta & Frida, SenToy and FantasyA (see the video)
and Influencing Machine. Some papers can be found at the
Safira web site.
"Game Play" is an interesting notion that I really want to
understand better!
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I like and have played a whole host of multi-player games. I began
with Mud, Valley and Maze Wars in the 80s. Right now I like
Tibia. My research interest in agents has grown from amongst
other things chatterbots and robot football players. I was team
captain for the Swedish national side (both simluated and four-legged
leagues) for a couple of years at the end of the 90s. I dont like Quake,
but have supervised fascinating Masters project work about it,
including AI-bots. The best computer game of all is the 80s game
Marble Madness (that you can download for free as a ROM for the
MAME32 emulator for a PC) and that is a completely agent free
one player game!
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I have worked at SICS within the ICE lab with many diffeent types
of interaction, for example KidStory.
I have previously worked in some pilot projects (ITsP and EERIE -
see the research section) that touched
upon technical support in ... situations where it has been interesting
to see how different means - mobile technologies, external moveable/embedded
technologies - strengthen the participant's experience of a fictional
game world.
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My main interest is in the techniques and infratsructures behind on-line games.
I want to see many people playing together at the same time.
I have been previously involved in the PING project (see the
research section).
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I have played quite a lot of Quake in my time. I was ranked
in the top 1000 of 30000 active players worldwide in the
heyday of Quake3 a few years ago. A little later Markus
Bylund and I built a contect simulator based on the Quake
game engine. It simulated a position and connected it with
a context toolkit from Georgia Tech and reported simulated
position information to the
GeoNotes system. Quakesim is described in CACM
January 2002 Volume 45 Issue 1. I am interested in games
that build on social mechanisms (for example after each
deathmatch round in Quake, when the results are given
the players can chat with each other. This is the most
popular moment of the game. Why? and why are team
games (where all players have different roles and cooperate
towards a shared goal) so popular?)
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I mainly work with older computer users. I am interested in
games for cognitive training, and as something that promotes
and supports social interaction between the elderly. How
and if computer games, and other interactive games can influence and
change older people's conditions in different contexts.
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Jari Koister
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I am interested in services and platforms for multi-player,
online games. As well as my work at SICS, I also work
with a company that is trying to create such a new service.
I play games myself, of many different kinds. I have a background
in distributed e-commerce systems, and have worked with the
development of such products for many years.
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I am generally interested in gaming, but especially ones
that are socially oriented. I work with CSCW
(Computer Supported Cooperative Work) and think that there
should be a similarly named research domain for social computer
games, CSCP (Computer Supported Cooperative Play)! For a long time
I have been following different MMORPG (Massively Multiplayer
Online Role Playing Games) such as
Everquest and
Anarchy Online. A MMORPG is a virtual world where you can
interact with thousands of other users, go on adventures and exist in
parallel with reality. I also follow Neverwinter Nights
( http://nwn.bioware.com),
which is also a multi-player game, but the user himself
creates the world.
[Editor's comment: CSCP is already in use as a term,
Ishii et al quoined the term in their CHI99 paper on PingPongPlus, and has also been used
by people such as Kori Inkpen and Regan Mandryk at the
Simon Fraser University in Canada /Kalle].
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I have been involved with game programming and other things
connected with games in my younger years. Now I am
interested in the distribution of games in a peer-to-peer
architecture, amongst other things.
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I work with how you simulate users of computer systems in order
to built better types of applications with lower real-time
requirements, including multimedia applications and games.
More information is available here.
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In FDT we work with "dry" things
such as program specification - verfifcation - and
security matters mostly at a programming level. For
the moment we are participating in an EU project
VERIFICARD, where we are looking at how allow
"postissuance" loading of Java (card) applets in a secure way.
I believe that there are areas within the gaming industry
where things like this could be of interest.
I'd like to suggest a mobile game with profit/winnings
aspects that could be delivered as a game client,
unsecure, maybe in j2me or something like that, together
with a purse application that could be downloaded from a
SIM card. Is this possible? Can we find an architecture
that allows this with commercial components in all parts?
(operators, service-providers, gamers)?
Another question - less relevant for us but very important for
the gaming inductry I believe - concerns client-side security
for the public at large. How will we ensure that only
authorised client code is executed? and not some fake that
might ignore fog-of-war and the like. The obvious solution
is to use encryption, but how can we do this effectively? -
especially given that the authorisation problem (who can see
what) becomes very fine grained. It should be very
interesting to take a closer look at this. Maybe it
should be possible for players with low real-time requirements,
for example turn-based strategy games. But for many games
it is not yet possible to implement and use such a model,
so what should be do instead?
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I work at DSV and work (some of my time)
on how children work with tools that they can use to build their
own computer games. One interesting aspect of this for me is
how you can motivate children to design and program for themselves
by giving them ready-made examples of "boring" games,
which they can change as they like. Prior to working
at DSV I was a game and graphic programmer in London for two years.
I wronte my Masters thesis on computer games and the elderly,
which I also think to be a very important and interesting area.
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