Nav: Home

Using games to study law of motions in mind

July 31, 2020

At Japan Advanced Institute of Science and Technology, researchers have successfully established relationships between games and law of motions in mind through analogy of physics and game refinement theory.

Establishing several physics quantities (such as mass, speed, and acceleration) relative to the game progress model allowed for the player's entertainment experiences for a specific game to be determined through the Newtonian laws of motion, specifically the Force, Momentum, and Potential Energy. Such a law of motion reveals the feeling of a player in their mind. Mapping different games originated from different cultures to the state of the human mind; a measure of sophistication that leads to a natural yet pleasurable experience.

Uncovering the fundamental mechanisms of game playing mechanisms had been the primary goal in the IIDA laboratory. Game refinement theory is the fruit of labor for several years--the relationships between game progress and entertainment experience from the perspective of game design. Several sub-branch of the study had been explored through board games (e.g., Chess, Go, etc.), sports (e.g., Basketball, Table tennis, etc.), and video game (e.g., action games). From a non-game context had also been previously explored (such as business, education, and loyalty programs). Interestingly, all of those studies found that game refinement measure converges to approximately similar "zone" value (a region named as the noble uncertainty).

Based on the notion of the uncertainty of the game outcome and gamified experience, several models have been introduced to fundamentally capture the essence of game playing in a variety of contexts. The move selection model and scoring model were established for the board games and sports, via the ratio of solved uncertainty over the game's length. Hence, the game refinement (GR) measure can be obtained concerning the magnitude of gravitational acceleration felt in mind. Then, the notion of speed in the game was established. The difficulty of solving the outcome uncertainty defines mass in mind. With mass, speed, and acceleration, the Newtonian laws of motion can be analogously measured, which mainly reflects motion in mind. Through games, the level of engagement, thrills, and competitiveness, can be successfully illustrated according to the interplays of the momentum, energy, and force in the game. The third derivative of the game progress model is also demonstrated from the jerk quantity (a derivative of acceleration), which is an essential measure in mechanical engineering and influences the force quantity, where the notion of effort, achievement, and discomfort felt in our mind is established.

"It is exciting to understanding how people think and feel inside (mind and body) when playing game, and it is especially curious as to why most game revolves around the established 'zone' value."

Hiroyuki Iida, Trustee and Vice President for Educational and Student Affairs,
Head of IIDA Laboratory, and Director of the Research Center for Entertainment Science,
Japan Advanced Institute of Science and Technology

Under the guidance of Dr. Mohd Nor Akmal Khalid and Prof. Hiroyuki Iida, colleagues in Research Center for Entertainment Science, as well as various interactions between current and previous students, the research frameworks through the game refinement theory had successfully been established as a multidisciplinary and emerging research field for design and analysis of games.

At present, the IIDA laboratory opened its arm to various multi-national students from multiple backgrounds. Also, current design and development are focused on expanding the notion of game refinement theory to a variety of game types, related fields of education, business, engineering, system design, artificial intelligence in games, search algorithms, and many more.

"The establishment of the link between game refinement theory and flow theory is a start, where we hope the current framework will open-up more opportunity for collaboration and at the same time generalizes as a cross-disciplinary field while contributes to the society at large in a more meaningful ways. At present, most work is still fundamental in nature."

Mohd Nor Akmal Khalid
Assistant Professor, Research Center for Entertainment Science,
Japan Advanced Institute of Science and Technology
-end-


Japan Advanced Institute of Science and Technology

Related Board Games Articles:

Differences between self-identified general practitioners and board-certified family doctors
Physicians who identify as 'general practitioners' are a group distinct from board-certified 'family physicians,' according to a new study that was supported, in part, by the American Board of Family Medicine Foundation.
UT scientists' fossil-finding board game is a success in classrooms
Drawing inspiration straight from the source material, two researchers from The University of Texas at Austin have designed their own game of chance and skill -- a board game that puts students in the role of time-travelling paleontologists -- to teach key concepts about how fossils form.
Playing board games may help protect thinking skills in old age
People who play games -- such as cards and board games -- are more likely to stay mentally sharp in later life, a study suggests.
New research shows the more women on a company's board, the more market value is lost
A company with a gender-diverse board of directors is interpreted as revealing a preference for diversity and a weaker commitment to shareholder value, according to new research in the INFORMS journal Organization Science.
Sociodemographic factors associated with passing surgery board exams
Survey responses from general surgery trainees were used to examine the association between sociodemographic factors such as race/ethnicity, gender and family status with the likelihood of passing the American Board of Surgery board examinations.
Couples creating art or playing board games release 'love hormone'
When couples play board games together or take a painting class with each other, their bodies release oxytocin -- sometimes dubbed the 'hugging hormone.' But men wielding paintbrushes released twice as much or more as the level of women painters and couples playing games, a Baylor University study has found.
Experts call for national research integrity advisory board
It's been proposed before, but so far no one has heeded the call for an official advisory board to support ethical behavior in research institutions.
Board independence protects firms from corporate misconduct
The more a company's board is independent from management, the less likely it will become entangled in corporate misconduct, according to new findings, from a meta-analysis of 135 studies, published in The Journal of Management.
Preliminary evidence for use of board games to improve knowledge in health outcomes
Board games can engage patients in play and fantasy, and by enabling face-to-face interaction, can help educate patients on health-related knowledge and behaviors.
An involved board of directors, a key component in innovation in family SMEs
The research by the UPV/EHU reveals that the mere fact that family SMEs have a board of directors does not guarantee that innovation will be implemented.
More Board Games News and Board Games Current Events

Trending Science News

Current Coronavirus (COVID-19) News

Top Science Podcasts

We have hand picked the top science podcasts of 2020.
Now Playing: TED Radio Hour

Our Relationship With Water
We need water to live. But with rising seas and so many lacking clean water – water is in crisis and so are we. This hour, TED speakers explore ideas around restoring our relationship with water. Guests on the show include legal scholar Kelsey Leonard, artist LaToya Ruby Frazier, and community organizer Colette Pichon Battle.
Now Playing: Science for the People

#569 Facing Fear
What do you fear? I mean really fear? Well, ok, maybe right now that's tough. We're living in a new age and definition of fear. But what do we do about it? Eva Holland has faced her fears, including trauma and phobia. She lived to tell the tale and write a book: "Nerve: Adventures in the Science of Fear".
Now Playing: Radiolab

Uncounted
First things first: our very own Latif Nasser has an exciting new show on Netflix. He talks to Jad about the hidden forces of the world that connect us all. Then, with an eye on the upcoming election, we take a look back: at two pieces from More Perfect Season 3 about Constitutional amendments that determine who gets to vote. Former Radiolab producer Julia Longoria takes us to Washington, D.C. The capital is at the heart of our democracy, but it's not a state, and it wasn't until the 23rd Amendment that its people got the right to vote for president. But that still left DC without full representation in Congress; D.C. sends a "non-voting delegate" to the House. Julia profiles that delegate, Congresswoman Eleanor Holmes Norton, and her unique approach to fighting for power in a virtually powerless role. Second, Radiolab producer Sarah Qari looks at a current fight to lower the US voting age to 16 that harkens back to the fight for the 26th Amendment in the 1960s. Eighteen-year-olds at the time argued that if they were old enough to be drafted to fight in the War, they were old enough to have a voice in our democracy. But what about today, when even younger Americans are finding themselves at the center of national political debates? Does it mean we should lower the voting age even further? This episode was reported and produced by Julia Longoria and Sarah Qari. Check out Latif Nasser's new Netflix show Connected here. Support Radiolab today at Radiolab.org/donate.