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E-learning Rhythm Design: Case Study Using Fighting Games

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E-Learning and Games (Edutainment 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11462))

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Abstract

Gamification and E-learning are the application of game-based elements and game design techniques. Many entertainment and learning platforms have applied gamification to increase motivation and engagement. Game refinement theory is a new game theory which concerns about the entertaining aspects of games using a game sophistication measure that is derived from a game progress model; it can judge the game quality. This paper analyzes the fighting game, which is a kind of video games where two on-screen characters fight with each other. The game refinement measure is employed for the assessment of the game sophistication of fighting games in different types. The analyzed results show the evolutionary changes of the fighting games. Also, it can show the experience of suitable E-learning rhythm. In the future, the human can use this method to design the target e-learning platform become more comfortable and reasonable.

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Correspondence to Shuo Xiong or Long Zuo .

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Xiong, S., Zuo, L., Zhang, Z., Zhang, S., Iida, H. (2019). E-learning Rhythm Design: Case Study Using Fighting Games. In: El Rhalibi, A., Pan, Z., Jin, H., Ding, D., Navarro-Newball, A., Wang, Y. (eds) E-Learning and Games. Edutainment 2018. Lecture Notes in Computer Science(), vol 11462. Springer, Cham. https://doi.org/10.1007/978-3-030-23712-7_40

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  • DOI: https://doi.org/10.1007/978-3-030-23712-7_40

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-23711-0

  • Online ISBN: 978-3-030-23712-7

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