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Human and Virtual Beings as Equal Collaborative Partners in Computer Games

Copyright © 2011. 29 pages.
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DOI: 10.4018/978-1-60960-569-8.ch003
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MLA

Thomas, Daniel I. and Ljubo B. Vlacic. "Human and Virtual Beings as Equal Collaborative Partners in Computer Games." Computer Games as Educational and Management Tools: Uses and Approaches. IGI Global, 2011. 23-51. Web. 26 May. 2013. doi:10.4018/978-1-60960-569-8.ch003

APA

Thomas, D. I., & Vlacic, L. B. (2011). Human and Virtual Beings as Equal Collaborative Partners in Computer Games. In M. Cruz-Cunha, V. Varvalho, & P. Tavares (Eds.), Computer Games as Educational and Management Tools: Uses and Approaches (pp. 23-51). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-569-8.ch003

Chicago

Thomas, Daniel I. and Ljubo B. Vlacic. "Human and Virtual Beings as Equal Collaborative Partners in Computer Games." In Computer Games as Educational and Management Tools: Uses and Approaches, ed. Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho and Paula Tavares, 23-51 (2011), accessed May 26, 2013. doi:10.4018/978-1-60960-569-8.ch003

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Abstract

Computer games provide a compelling environment to study and enable virtual beings to engage with humans as equals. In this chapter, we investigate the requirements, design and implementation of virtual beings that participate in computer games as humans would; playing the game and creating rich new collaborative game play experiences in areas of education, training and entertainment.
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Introduction

Alan Turing once remarked that “We may hope that machines will eventually compete with men in all purely intellectual fields” (Turing, 1950). While may not be fully realized today, the integration of artificial beings into human organizations and society evoke powerful images of both positive and negative possibility. Despite the technology that surrounds us today, humans continue to use the imagery of science fiction to strive to create more intelligent machines capable of autonomous decision making.

In this Chapter, we explore the possibility of artificial i.e. virtual beings emerging as partners to humans rather than tools used by humans in various collaborative situations. Unlike past revolutions of mechanical automation, the presence of virtual beings should not imply a redundancy for human partners, but rather a complimentary relationship. Group decision-making, including both humans and virtual beings as equals, increases the diversity of the knowledge pool (Dunbar, 1995), improving the likelihood of positive outcomes.

Computer game development offers a compelling platform for such research and development. As each new computer game produced pushes the boundaries of technical possibility, it should come as no surprise that academia and the game industry have frequently cross-pollinated each other’s efforts.

To this end, we explore a collaborative computer game called TeamMATE1. This environment facilitates the investigation of human and virtual computer game players engaged as fully equal partners. By investigating the nature of fully equal partners, concepts of collaboration and facilitating architecture, it is possible to address the following questions:

  • 1.

    Can human and virtual beings, being heterogeneous agents, interact cooperatively as fully equal partners in the context of computer games, where each entity is fully replaceable or substitutable with the other?

  • 2.

    How can cooperation be obtained in heterogeneous agent situations, such as a boardroom, be designed to facilitate cooperation between biological and virtual beings?

  • 3.

    Can a boardroom-like game scenario be appropriate for social and educational computer games?

This book chapter explores these questions, and what is required in order to engage human and virtual players collaboratively in computer games. The principles presented here are delivered from our experience in designing, developing and implementing the TeamMATE© cooperative computer game.

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Fully Equal Partners (Feps)

To engage human and virtual beings as equal partners in a computer game setting requires interaction beyond treating the virtual partners as sophisticated tools, but rather requires a degree of social acceptance and cohesion. In such a heterogeneous group of partners, virtual beings must be able to articulate their perspectives and opinions, while taking on board the knowledge and opinions of others. For social acceptance and societal influence to occur the virtual being needs to become acceptable within the social system: Society, organization or group (Kelman, 2006).

In making the transition to societal acceptance of virtual beings, there are great challenges both technical and social. To better study virtual beings as collaborative partners, it is possible to focus on a smaller, group social setting, with an assumption of social acceptance (and therefore the capability to influence) collaborative group decision-making. For this reason, computer games provide an excellent environment for understanding how humans and virtual beings can positively influence outcomes in a collaborative group situation.

The nature of an independent virtual being participating alongside humans collaboratively in computer games is strongly influenced by the notion of intelligent autonomous agents in computer game theory. The concept of an intelligent autonomous agent as described by Jennings and Wooldridge (Jennings & Wooldridge, 1995) is appropriate for application to the characteristics of human and virtual beings that engage collaboratively as equal participants in computer games. An intelligent autonomous agent, being situated within a collaborative computer game enjoys the following abilities:

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Complete Chapter List

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1.
Vitor Carvalho (University of Minho, Portugal), Celina Pinto Leão (University of Minho, Portugal), Filomena Soares (University of Minho, Portugal), Maria Manuela Cruz-Cunha (Polytechnic Insitute of Cavado and Ave, Portugal)
This chapter presents a research developed in collaboration by two higher education institutions. Nowadays, high education programs can only be successful with the u... Sample PDF | More details...
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2.
C. Karagiannidis (University of Thessaly, Greece), S. Efraimidou (University of Thessaly, Greece), A. Koumpis (ALTEC Software S.A, Greece)
In recent years the gap between educational theory and practice has been closing, but although there have been calls for ‘reflexivity’, there has been little critica... Sample PDF | More details...
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3.
Daniel I. Thomas (Griffith University, Australia), Ljubo B. Vlacic (Griffith University, Australia)
Computer games provide a compelling environment to study and enable virtual beings to engage with humans as equals. In this chapter, we investigate the requirements,... Sample PDF | More details...
$37.50
4.
Helena Coelho (Technical University of Lisbon, Portugal)
This text consists of a review of available literature on these topics. It addresses the role of computer games in the teaching and learning process and aims at disc... Sample PDF | More details...
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5.
José Bidarra (Universidade Aberta, Portugal), Meagan Rothschild (University of Wisconsin, USA), Kurt Squire (University of Wisconsin, USA)
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. Afte... Sample PDF | More details...
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6.
Ana Castro Correia (TECField Sistemas de Informação e Multimédia, Lda, Portugal), Lia Raquel Oliveira (University of Minho, Portugal)
The use of digital games in educational contexts encourages active, critical, autonomous and participated learning processes, overcoming some of the limitations pres... Sample PDF | More details...
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7.
Tiago Gomes (University of Minho, Portugal), Ana A. Carvalho (University of Minho, Portugal)
The results showed that all of the four analyzed games are motivating for the players, they have some pedagogical potential related to problem solving, and they impr... Sample PDF | More details...
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8.
Jonathan Chetwynd (London, UK)
The rising tide of scientific data available on the web, has the potential to help us consider the complex problems that concern us today, and simulation games can h... Sample PDF | More details...
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9.
Pedro Campos (University of Madeira & INESC ID Lisbon, Portugal)
Computer games have become an important part of the new digital economy, employing thousands of Information Technology professionals worldwide. Their role as a novel... Sample PDF | More details...
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10.
Chien Yu (Mississippi State University, USA), Anthony Olinzock (Mississippi State University, USA)
The purpose of this chapter is to provide the classroom teachers with the basic tools and fundamentals necessary to create instructional games targeted to specific c... Sample PDF | More details...
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11.
Brenda Flores Muro (Universidad Autónoma de Coahuila), Eduardo César Contreras Delgado (Universidad Autónoma de Coahuila)
Present work develops a PC simulation game to conduct a study with the main objective to train children with psychomotor disabilities (coordination, equilibrium and... Sample PDF | More details...
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12.
António Pessoa de Magalhães (Universidade do Porto, Portugal), Bernard Riera (Reims University, France), Bruno Vigário (Real Games Lda, Portugal)
This chapter is about a serious game named ITS PLC, an interactive simulation tool aimed at control systems education and training that includes the latest technolog... Sample PDF | More details...
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13.
Karla Muñoz (University of Ulster, UK), Paul Mc Kevitt (University of Ulster, UK), Tom Lunney (University of Ulster, UK), Julieta Noguez (Tecnológico de Monterrey, Mexico), Luis Neri (Tecnológico de Monterrey, Mexico)
Teaching methods must adapt to learners’ expectations. Computer game-based learning environments enable learning through experimentation and are inherently motivatio... Sample PDF | More details...
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14.
Fernando Borrajo (Universidad Autónoma de Madrid, Spain), Yolanda Bueno (Universidad Autónoma de Madrid, Spain), Fernando Fernández (Universidad Carlos III de Madrid, Spain), Javier García (Universidad Carlos III de Madrid, Spain), Isidro de Pablo (Universidad Autónoma de Madrid, Spain), Ismael Sagredo (Universidad Carlos III de Madrid, Spain), Begoña Santos (Universidad Autónoma de Madrid, Spain)
Thus, SIMBA opens up a wide field of research between Artificial Intelligence and Business Management aimed at developing efficient intelligent agents humans can com... Sample PDF | More details...
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15.
Educational Games (pages 247-262)
Gyula Mester (University of Szeged, Hungary), Piroska Stanic Molcer (Subotica-Tech, Subotica, Serbia), Vlado Delic (University of Novi Sad, Serbia)
The market favors the best-selling computer games regardless of their social and educational effects. This chapter will discuss the present trends in educational gam... Sample PDF | More details...
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16.
Johann C.K.H. Riedel (Nottingham University Business School, UK), Jannicke Baalsrud Hauge (University of Bremen, Germany)
The findings from the evaluations showed that serious games deliver learning outcomes. However, there are drawbacks to their use that need to be taken into account.... Sample PDF | More details...
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17.
Mabel C.P.O. Okojie (Mississippi State University, USA)
A critical examination of the use of computer games as motivation for learning is provided. The examination is addressed by reviewing evidence from the literature de... Sample PDF | More details...
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