Game intelligence

Sam Devlin*, Peter I. Cowling, Daniel Kudenko, Nikolaos Goumagias, Alberto Nucciareli, Ignazio Cabras, Kiran Jude Fernandes, Feng Li

*Corresponding author for this work

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    8 Citations (Scopus)

    Abstract

    Game Intelligence is knowledge gained by the player or by analysing the data players generate by playing digital games. Serious games for education, raising public awarenesss or changing the players' behaviour are well established and have provided Game Intelligence for decades [1]. However, more recently a trend has begun, inspired by the success of FoldIt [2], [3], of developing games for scientific discovery. These games lower the barrier of entry to complex scientific topics, allowing gamers to contribute to cutting edge research. We argue that this approach is currently underutilized and explore a vision where these games have wider impact. Furthermore, we will discuss the potential of extracting Game Intelligence from games designed originally for entertainment, potentially making all games into scientific discovery games.

    Original languageEnglish
    Title of host publicationProceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2014)
    Place of PublicationPiscataway, NJ
    PublisherIEEE
    ISBN (Electronic)9781479935468
    ISBN (Print)9781479935468
    DOIs
    Publication statusPublished - 26 Aug 2014
    EventIEEE Conference on Computational Intelligence and Games (CIG 2014) - Dortmund, Germany
    Duration: 26 Aug 2014 → …

    Publication series

    NameIEEE Conference on Computatonal Intelligence and Games, CIG
    ISSN (Print)2325-4270
    ISSN (Electronic)2325-4289

    Conference

    ConferenceIEEE Conference on Computational Intelligence and Games (CIG 2014)
    Period26/08/14 → …

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