serious game
From Frustration to Fun: An Adaptive Problem-Solving Puzzle Game Powered by Genetic Algorithm
McConnell, Matthew, Zhao, Richard
This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving system dynamically generates pathfinding-based puzzles using a genetic algorithm, tailoring the difficulty of each puzzle to individual players in an online real-time approach. A player-modeling system records user interactions and informs the generation of puzzles to approximate a target difficulty level based on various metrics of the player. By combining procedural content generation with online adaptive difficulty adjustment, the system aims to maintain engagement, mitigate frustration, and maintain an optimal level of challenge. A pilot user study investigates the effectiveness of this approach, comparing different types of adaptive difficulty systems and interpreting players' responses. This work lays the foundation for further research into emotionally informed player models, advanced AI techniques for adaptivity, and broader applications beyond gaming in educational settings.
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GAMER PAT: Research as a Serious Game
As generative AI increasingly outperforms students in producing academic writing, a critical question arises: how can we preserve the motivation, creativity, and intellectual growth of novice researchers in an age of automated academic achievement? This paper introduces GAMER PAT (GAme MastER, Paper Authoring Tutor), a prompt-engineered AI chatbot that reframes research paper writing as a serious game. Through role-playing mechanics, users interact with a co-author NPC and anonymous reviewer NPCs, turning feedback into "missions" and advancing through a narrative-driven writing process. Our study reports on 26+ gameplay chat logs, including both autoethnography and use by graduate students under supervision. Using qualitative log analysis with SCAT (Steps for Coding and Theorization), we identified an emergent four-phase scaffolding pattern: (1) question posing, (2) meta-perspective, (3) structuring, and (4) recursive reflection. These results suggest that GAMER PAT supports not only the structural development of research writing but also reflective and motivational aspects. We present this work as a descriptive account of concept and process, not a causal evaluation. We also include a speculative outlook envisioning how humans may continue to cultivate curiosity and agency alongside AI-driven research. This arXiv version thus provides both a descriptive report of design and usage, and a forward-looking provocation for future empirical studies.
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BrainForm: a Serious Game for BCI Training and Data Collection
Romani, Michele, Zanoni, Devis, Farella, Elisabetta, Turchet, Luca
BrainForm is a gamified Brain-Computer Interface (BCI) training system designed for scalable data collection using consumer hardware and a minimal setup. We investigated (1) how users develop BCI control skills across repeated sessions and (2) perceptual and performance effects of two visual stimulation textures. Game Experience Questionnaire (GEQ) scores for Flow, Positive Affect, Competence and Challenge were strongly positive, indicating sustained engagement. A within-subject study with multiple runs, two task complexities, and post-session questionnaires revealed no significant performance differences between textures but increased ocular irritation over time. Online metrics--Task Accuracy, Task Time, and Information Transfer Rate--improved across sessions, confirming learning effects for symbol spelling, even under pressure conditions. Our results highlight the potential of BrainForm as a scalable, user-friendly BCI research tool and offer guidance for sustained engagement and reduced training fatigue.
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Systematic Evaluation of Multi-modal Approaches to Complex Player Profile Classification
Starace, Jason, Soule, Terence
Modern adaptive games require nuanced player understanding, yet most models use simplified 5-10 category taxonomies that fail to capture diversity. Behavioral clustering cannot distinguish players with different motivations who act similarly. We present a systematic evaluation of multi-modal classification at scale, combining behavioral telemetry with semantic context to support 36 player profiles. Using 19,413 gameplay sessions from an AI-controlled text-based RPG, we compared behavioral-only baselines with multi-modal approaches that integrate action sequences and semantic descriptions. Traditional clustering achieved only 10% accuracy for 36-category classification, limited by semantic conflation where opposite actions produced identical features. Our multi-modal LSTM processing action-text pairs improved accuracy to 21%, showing both potential and limits of non-conversational data. Analysis by behavioral complexity revealed that non-neutral profiles reached 42% accuracy (15x above random), while neutral profiles dropped to 25% (9x above random). Identical actions such as "help the merchant" cannot reveal whether a player is neutral or strategically waiting. Without access to reasoning, even multi-modal models struggle, though above-baseline results confirm a meaningful signal. Since prediction beyond 20 categories remains unexplored, our findings establish benchmarks for complex player modeling. Behavioral data alone plateaus near 10% for 36 categories, while multi-modal integration enables 25%. For designers, this shows that personality-based adaptation requires conversational interaction, as predefined choices cannot capture intent. Our evaluation at 36-category scale offers guidance for building adaptive games that better understand their players.
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Gearshift Fellowship: A Next-Generation Neurocomputational Game Platform to Model and Train Human-AI Adaptability
Ging-Jehli, Nadja R., Childers, Russell K., Lu, Joshua, Gemma, Robert, Zhu, Rachel
How do we learn when to persist, when to let go, and when to shift gears? Gearshift Fellowship (GF) is the prototype of a new Supertask paradigm designed to model how humans and artificial agents adapt to shifting environment demands. Grounded in cognitive neuroscience, computational psychiatry, economics, and artificial intelligence, Supertasks combine computational neurocognitive modeling with serious gaming. This creates a dynamic, multi-mission environment engineered to assess mechanisms of adaptive behavior across cognitive and social contexts. Computational parameters explain behavior and probe mechanisms by controlling the game environment. Unlike traditional tasks, GF enables neurocognitive modeling of individual differences across perceptual decisions, learning, and meta-cognitive levels. This positions GF as a flexible testbed for understanding how cognitive-affective control processes, learning styles, strategy use, and motivational shifts adapt across contexts and over time. It serves as an experimental platform for scientists, a phenotype-to-mechanism intervention for clinicians, and a training tool for players aiming to strengthen self-regulated learning, mood, and stress resilience. Online study (n = 60, ongoing) results show that GF recovers effects from traditional neuropsychological tasks (construct validity), uncovers novel patterns in how learning differs across contexts and how clinical features map onto distinct adaptations. These findings pave the way for developing in-game interventions that foster self-efficacy and agency to cope with real-world stress and uncertainty. GF builds a new adaptive ecosystem designed to accelerate science, transform clinical care, and foster individual growth. It offers a mirror and training ground where humans and machines co-develop together deeper flexibility and awareness.
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CultureVo: The Serious Game of Utilizing Gen AI for Enhancing Cultural Intelligence
Agarwala, Ajita, Purwar, Anupam, Rao, Viswanadhasai
CultureVo, Inc. has developed the Integrated Culture Learning Suite (ICLS) to deliver foundational knowledge of world cultures through a combination of interactive lessons and gamified experiences. This paper explores how Generative AI powered by open source Large Langauge Models are utilized within the ICLS to enhance cultural intelligence. The suite employs Generative AI techniques to automate the assessment of learner knowledge, analyze behavioral patterns, and manage interactions with non-player characters using real time learner assessment. Additionally, ICLS provides contextual hint and recommend course content by assessing learner proficiency, while Generative AI facilitates the automated creation and validation of educational content.
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Comparing Photorealistic and Animated Embodied Conversational Agents in Serious Games: An Empirical Study on User Experience
Embodied conversational agents (ECAs) are paradigms of conversational user interfaces in the form of embodied characters. While ECAs offer various manipulable features, this paper focuses on a study conducted to explore two distinct levels of presentation realism. The two agent versions are photorealistic and animated. The study aims to provide insights and design suggestions for speech-enabled ECAs within serious game environments. A within-subjects, two-by-two factorial design was employed for this research with a cohort of 36 participants balanced for gender. The results showed that both the photorealistic and the animated versions were perceived as highly usable, with overall mean scores of 5.76 and 5.71, respectively. However, 69.4 per cent of the participants stated they preferred the photorealistic version, 25 per cent stated they preferred the animated version and 5.6 per cent had no stated preference. The photorealistic agents were perceived as more realistic and human-like, while the animated characters made the task feel more like a game. Even though the agents' realism had no significant effect on usability, it positively influenced participants' perceptions of the agent. This research aims to lay the groundwork for future studies on ECA realism's impact in serious games across diverse contexts.
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Spoken Humanoid Embodied Conversational Agents in Mobile Serious Games: A Usability Assessment
This paper presents an empirical investigation of the extent to which spoken Humanoid Embodied Conversational Agents (HECAs) can foster usability in mobile serious game (MSG) applications. The aim of the research is to assess the impact of multiple agents and illusion of humanness on the quality of the interaction. The experiment investigates two styles of agent presentation: an agent of high human-likeness (HECA) and an agent of low human-likeness (text). The purpose of the experiment is to assess whether and how agents of high humanlikeness can evoke the illusion of humanness and affect usability. Agents of high human-likeness were designed by following the ECA design model that is a proposed guide for ECA development. The results of the experiment with 90 participants show that users prefer to interact with the HECAs. The difference between the two versions is statistically significant with a large effect size (d=1.01), with many of the participants justifying their choice by saying that the human-like characteristics of the HECA made the version more appealing. This research provides key information on the potential effect of HECAs on serious games, which can provide insight into the design of future mobile serious games.
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