Special Issue "Cloud Gamification"

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Information Systems".

Deadline for manuscript submissions: 31 December 2018

Special Issue Editors

Guest Editor
Dr. Jakub Swacha

Faculty of Economics and Management, University of Szczecin, Szczecin, Poland
Website | E-Mail
Interests: data compression; information management; programming education
Guest Editor
Prof. Robertas Damaševičius

Department of Software Engineering, Kaunas University of Technology, Kaunas, Lithuania
Website | E-Mail
Interests: sustainable software engineering; IT applications; smart learning; metaprogramming; gamification patterns
Guest Editor
Dr. Ricardo Queirós

ESMAD/P.PORTO, Porto, Portugal
Website | E-Mail
Interests: technology enhanced learning; e-learning interoperability; web systems and services

Special Issue Information

Dear Colleagues,

Gamification can be defined as the use of game-design elements in non-game contexts in order to foster user satisfaction and, consequently, engage and motivate users to progress. At the same time Backend-as-a-Service (BaaS) appeared as cloud computing platforms acting as a set of remote services and software development kits, allowing developers to connect their Web and mobile applications to validated services. The combination of gamification and those backend platforms has given rise to the appearance of game backend as a service platforms (GBaaS). This new type of backend platforms aims to deliver powerful real-time tools and services to be used, primarily, in games and, nowadays, with the evolution of gamification, are starting to being used for other domains such as medicine, marketing and education. Despite the tremendous success of gamification, this interesting shift unveils several issues regarding the design and implementation of gamification services. This process is still created from scratch and based on ad hoc methodologies. In fact, neither standards, specifications or frameworks regulate this hot topic.

This Special Issue tries to fill the gap between the evolution of BaaS in the cloud realm and the unregulated growth of game services. We invite designers, developers and users of gamification systems and services to present results of their work, share new trends, methodologies and best practices for the design and implementation of gamification services in the cloud context.

Topics

Application of software-based gamification to novel areas
Best practices for Gamification UI standardization
Big data and gamification
Conceptual/technical frameworks for implementing gamification in SW
Coordination of gamification services
Game data standardization
Gamification as a Service (both provider and user perspectives)
Gamification Backend as a Service
Models and architectures for gamified software systems
New concepts and techniques in gamification design and development
Open-source gamification tools and libraries
Procedures for user-testing of the gamification component
Reports on development and evaluation of innovative gamified software
Serious games for health and well-being
Player behavior modelling

This Special Issue is a follow-up of the 1st International Workshop on Cloud Gamification held in conjunction with the IEEE International Conference on Future Internet of Things and Cloud (FiCloud 2018) 6–8 August, 2018 in Barcelona, Spain. We invite both the authors who participated in the workshop to submit extended versions of their papers presented there as well as other authors with new contributions to this topic. Please note that the extended versions of conference papers must include a minimum of 30% of new content.

Dr. Ricardo Queirós
Dr. Jakub Swacha
Prof. Robertas Damaševičius
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All papers will be peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Information is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 850 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Gamification as a Service
  • Gamified software systems
  • Gamification models
  • Game data standards

Published Papers (2 papers)

View options order results:
result details:
Displaying articles 1-2
Export citation of selected articles as:

Research

Open AccessArticle A Soft Body Physics Simulator with Computational Offloading to the Cloud
Information 2018, 9(12), 318; https://doi.org/10.3390/info9120318
Received: 26 November 2018 / Revised: 5 December 2018 / Accepted: 7 December 2018 / Published: 11 December 2018
PDF Full-text (3681 KB) | HTML Full-text | XML Full-text
Abstract
We describe the gamification of a soft physics simulator. We developed a game, called Jelly Dude, that allows the player to change and modify the game engine by tinkering with various physics parameters, creating custom game levels and installing scripts. The game engine
[...] Read more.
We describe the gamification of a soft physics simulator. We developed a game, called Jelly Dude, that allows the player to change and modify the game engine by tinkering with various physics parameters, creating custom game levels and installing scripts. The game engine is capable of simulating soft-body physics and can display the simulation results visually in real-time. In order to ensure high quality graphics in real time, we have implemented intelligent computational offloading to the cloud using Jordan Neural Network (JNN) with a fuzzy logic scheme for short time prediction of network traffic between a client and a cloud server. The experimental results show that computation offloading allowed us to increase the speed of graphics rendering in terms of frames per second, and to improve the precision of soft body modeling in terms of the number of particles used to represent a soft body. Full article
(This article belongs to the Special Issue Cloud Gamification)
Figures

Figure 1

Open AccessArticle Cloudification of Virtual Reality Gliding Simulation Game
Information 2018, 9(12), 293; https://doi.org/10.3390/info9120293
Received: 6 November 2018 / Revised: 19 November 2018 / Accepted: 20 November 2018 / Published: 22 November 2018
PDF Full-text (2957 KB) | HTML Full-text | XML Full-text
Abstract
Cloud gaming provides cloud computing-based game as a service. In this paper we describe the development of a virtual reality base gliding game as a proof-of-concept. In the cloud, a cloud gaming platform is hosted on cloud servers with two principal components: game
[...] Read more.
Cloud gaming provides cloud computing-based game as a service. In this paper we describe the development of a virtual reality base gliding game as a proof-of-concept. In the cloud, a cloud gaming platform is hosted on cloud servers with two principal components: game logic engaged in the implementation of game mechanics and game interactions, and video renderer that generates the game frames in real-time. The virtual gliding game was realized in the Unity gaming engine. To ensure smooth playability, and access for remote players, the computationally-intensive parts of the game were offloaded to a physically remote cloud server. To analyze the efficiency of the client-cloud interaction, three cloud servers were setup. The results of cloudification were evaluated by measuring and comparing computation offloading performance, network traffic, the probability of service drop, perceptual quality and video quality. Full article
(This article belongs to the Special Issue Cloud Gamification)
Figures

Figure 1

Back to Top