WorldWideScience

Sample records for voice-enhanced multiplayer game

  1. Elements of Collaborative Discussion and Shared Problem Solving in a Voice-Enhanced Multiplayer Game

    Science.gov (United States)

    Bluemink, Johanna; Jarvela, Sanna

    2011-01-01

    This study focuses on investigating the nature of small-group collaborative interaction in a voice-enhanced multiplayer game called "eScape". The aim was to analyse the elements of groups' collaborative discussion and to explore the nature of the players' shared problem solving activity during the solution critical moments in the game. The data…

  2. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

    An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

  3. Rewarding the Multiplayer : How rewards and objectives influence Multiplayer games

    OpenAIRE

    Helin, Henry

    2014-01-01

    In this thesis I analyse the reward systems of cooperative and competitive Multiplayer games – the games I have chosen were built for a Single-player campaign with Multiplayer as additional content. My main focus is on the Multiplayer and the reward systems of that game mode. The reward systems are important to consider when designing a game for fans of Multiplayer games, as a faulty reward system might hinder the aspect which makes Multiplayer games special – to be playing together and go fo...

  4. Multiplayer game development with HTML5

    CERN Document Server

    Silveira, Rodrigo

    2015-01-01

    If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.

  5. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...... transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction....

  6. MiBoard: Multiplayer Interactive Board Game

    CERN Document Server

    Dempsey, Kyle B; Jackson, G Tanner; Boonthum, Chutima; Levinstein, Irwin B; McNamara, Danielle S

    2010-01-01

    Serious games have recently emerged as an avenue for curriculum delivery. Serious games incorporate motivation and entertainment while providing pointed curriculum for the user. This paper presents a serious game, called MiBoard, currently being developed from the iSTART Intelligent Tutoring System. MiBoard incorporates a multiplayer interaction that iSTART was previously unable to provide. This multiplayer interaction produces a wide variation across game trials, while also increasing the repeat playability for users. This paper presents a demonstration of the MiBoard system and the expectations for its application.

  7. Multiplayer Kinect Serious Games: A Review

    Science.gov (United States)

    Alshammari, Ali; Whittinghill, David

    2015-01-01

    Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…

  8. Multi-platform Multiplayer RPG Game

    OpenAIRE

    Do Manh, Tuan

    2015-01-01

    Title: Multi-platform Multiplayer RPG Game A multi-platform game, which would be able to run on various devices with Windows 8.1 and Windows Phone 8.1 systems, was created in this work. It was supposed to be a universal game client executable on desktop PCs, notebooks, tablets or mobile phones. The game was supposed to be role-playing game (RPG) with focus on turn-based action combat. In this work, a 3D scene renderer was written which supports rendering simple scenes with objects and animate...

  9. Scalable services for massively multiplayer online games

    OpenAIRE

    Veron, Maxime Pierre Andre

    2015-01-01

    Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number ofplayers within the same virtual universe. Yet all existing MMOGs rely on centralizedclient/server architectures which impose a limit on the maximum number of players(avatars) and resources that can coexist in any given virtual universe. This thesisaims at proposing solutions to improve the scalability of MMOGs.There are many variants of MMOGs, like role playing games (MMORPGs), first personshooters (MMOFPSs), an...

  10. Multi-Player Quantum Games

    CERN Document Server

    Benjamin, S C; Benjamin, Simon C.; Hayden, Patrick M.

    2001-01-01

    Game theory is a mature field of applied mathematics. It formalizes the conflict between competing agents, and has found applications ranging from economics through to biology. Recently the first efforts have been made to introduce quantum information into game theory. For two-player games, it has been found that when the allowed `moves' are extended to include everything quantum mechanically possible, then the predominant strategies in the game can disappear, and only reappear if the players degrade the quantum coherence. Here we present the first study of quantum games with more than two players. We demonstrate that such games can exhibit `coherent' equilibrium strategies which have no analogue in classical games, or even in two-player quantum games. These equilibria are generally of a cooperative nature: quantum players can exploit their environment highly efficiently through the use of collaborative strategies.

  11. Networks and their traffic in multiplayer games

    Directory of Open Access Journals (Sweden)

    Cristian Andrés Melo López

    2016-06-01

    Full Text Available Computer games called multiplayer real-time, or (MCG are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity, together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network, and data and control architectures (centralized, distributed and reproduced .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2 Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.

  12. Threshold Games and Cooperation on Multiplayer Graphs.

    Directory of Open Access Journals (Sweden)

    Kaare B Mikkelsen

    Full Text Available The study investigates the effect on cooperation in multiplayer games, when the population from which all individuals are drawn is structured-i.e. when a given individual is only competing with a small subset of the entire population.To optimize the focus on multiplayer effects, a class of games were chosen for which the payoff depends nonlinearly on the number of cooperators-this ensures that the game cannot be represented as a sum of pair-wise interactions, and increases the likelihood of observing behaviour different from that seen in two-player games. The chosen class of games are named "threshold games", and are defined by a threshold, M > 0, which describes the minimal number of cooperators in a given match required for all the participants to receive a benefit. The model was studied primarily through numerical simulations of large populations of individuals, each with interaction neighbourhoods described by various classes of networks.When comparing the level of cooperation in a structured population to the mean-field model, we find that most types of structure lead to a decrease in cooperation. This is both interesting and novel, simply due to the generality and breadth of relevance of the model-it is likely that any model with similar payoff structure exhibits related behaviour. More importantly, we find that the details of the behaviour depends to a large extent on the size of the immediate neighbourhoods of the individuals, as dictated by the network structure. In effect, the players behave as if they are part of a much smaller, fully mixed, population, which we suggest an expression for.

  13. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  14. From MMORPG to a Classroom Multiplayer Presential Role Playing Game

    Science.gov (United States)

    Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco

    2010-01-01

    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…

  15. Design Guidelines for Classroom Multiplayer Presential Games (CMPG)

    Science.gov (United States)

    Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L.

    2011-01-01

    In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…

  16. Beneficial long communication in the multiplayer electronic mail game

    NARCIS (Netherlands)

    De Jaegher, K.J.M.

    2015-01-01

    In the two-player electronic mail game (EMG), as is well-known, the probability of collective action is lower the more confirmations and reconfirmations are made available to players. In the multiplayer EMG, however, we show players may coordinate on equilibria where they require only few of the

  17. The Effectiveness Evaluation among Different Player-Matching Mechanisms in a Multi-Player Quiz Game

    Science.gov (United States)

    Tsai, Fu-Hsing

    2016-01-01

    This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…

  18. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    D.J. Kuss; J. Louws; R.W. Wiers

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupat

  19. Multi-Player and Multi-Choice Quantum Game

    Institute of Scientific and Technical Information of China (English)

    杜江峰; 李卉; 许晓栋; 周先意; 韩荣典

    2002-01-01

    We investigate a multi-player and multi-choice quantum game. We start from a two-player and two-choice game,and the result is better than its classical version. Then we extend this to N-player and N-choice cases. In the quantum domain, we provide a strategy with which players can always avoid the worst outcome. Also, by changing the value of the parameter of the initial state, the probabilities for players to obtain the best pay-off will be much higher than in its classical version.

  20. Leadership in Multiplayer Online Gaming Environments

    Science.gov (United States)

    Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E.

    2012-01-01

    With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…

  1. Leadership in Multiplayer Online Gaming Environments

    Science.gov (United States)

    Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E.

    2012-01-01

    With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…

  2. Predicting protein structures with a multiplayer online game.

    Science.gov (United States)

    Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; Players, Foldit

    2010-08-05

    People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully 'crowd-sourced' through games, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.

  3. Player guild dynamics and evolution in massively multiplayer online games.

    Science.gov (United States)

    Chen, Chien-Hsun; Sun, Chuen-Tsai; Hsieh, Jilung

    2008-06-01

    In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game player activities, we used this feature to observe and investigate how players join and leave guilds. Data were analyzed for the purpose of identifying factors that propel game-world guild dynamics and evolution. After collecting data for 641,805 avatars on 62 Taiwanese World of Warcraft game servers between February 10 and April 10, 2006, we created five guild type categories (small, large, elite, newbie, and unstable) that have different meanings in terms of in-game group dynamics. By viewing players as the most important resource affecting guild life cycles, it is possible to analyze game worlds as ecosystems consisting of evolving guilds and to study how guild life cycles reflect game world characteristics.

  4. Multiplayer quantum Minority game with decoherence

    CERN Document Server

    Flitney, A P; Flitney, Adrian P.; Hollenberg, Lloyd C. L.

    2005-01-01

    A quantum version of the Minority game for an arbitrary number of agents is studied. When the number of agents is odd, quantizing the game produces no advantage to the players, however, for an even number of agents new Nash equilibria appear that have no classical analogue. The new Nash equilibria provide far preferable expected payoffs to the players compared to the equivalent classical game. The effect on the Nash equilibrium payoff of reducing the degree of initial entanglement between the players' qubits or of introducing various forms of decoherence is discussed. As the number of players increases the multipartite GHZ state becomes increasingly fragile, as indicated by the smaller error probability required to reduce the Nash equilibrium payoff to the classical level.

  5. Multiplayer Game for DDoS Attacks Resilience in Ad Hoc Networks

    DEFF Research Database (Denmark)

    Mikalas, Antonis; Komninos, Nikos; Prasad, Neeli R.

    2011-01-01

    This paper proposes a multiplayer game to prevent Distributed Denial of Service attack (DDoS) in ad hoc networks. The multiplayer game is based on game theory and cryptographic puzzles. We divide requests from nodes into separate groups which decreases the ability of malicious nodes to cooperate...... with one another in order to effectively make a DDoS attack. Finally, through our experiments we have shown that the total overhead of the multiplayer game as well as the the total time that each node needs to be served is affordable for devices that have limited resources and for environments like ad hoc...

  6. Multiplayer Game for DDoS Attacks Resilience in Ad Hoc Networks

    DEFF Research Database (Denmark)

    Mikalas, Antonis; Komninos, Nikos; Prasad, Neeli R.

    2011-01-01

    This paper proposes a multiplayer game to prevent Distributed Denial of Service attack (DDoS) in ad hoc networks. The multiplayer game is based on game theory and cryptographic puzzles. We divide requests from nodes into separate groups which decreases the ability of malicious nodes to cooperate...... with one another in order to effectively make a DDoS attack. Finally, through our experiments we have shown that the total overhead of the multiplayer game as well as the the total time that each node needs to be served is affordable for devices that have limited resources and for environments like ad hoc...

  7. Altruism in multiplayer snowdrift games with threshold and punishment

    Science.gov (United States)

    Zhang, Chunyan; Liu, Zhongxin; Sun, Qinglin; Chen, Zengqiang

    2015-09-01

    The puzzle of cooperation attracts broader concerns of the scientific community nowadays. Here we adopt an extra mechanism of punishment in the framework of a threshold multiple-player snowdrift game employed as the scenario for the cooperation problem. Two scenarios are considered: defectors will suffer punishment regardless of the game results, and defectors will incur punishment only when the game fails. We show by analysis that given this assumption, punishing free riders can significantly influence the evolution outcomes, and the results are driven by the specific components of the punishing rule. Particularly, punishing defectors always, not only when the game fails, can be more effective for maintaining public cooperation in multi-player systems. Intriguingly larger thresholds of the game provide a more favorable scenario for the coexistence of the cooperators and defectors under a broad value range of parameters. Further, cooperators are best supported by the large punishment on defectors, and then dominate and stabilize in the population, under the premise that defectors always incur punishment regardless of whether the game ends successfully or not.

  8. The effect of quantum noise on multiplayer quantum game

    Institute of Scientific and Technical Information of China (English)

    Cao Shuai; Fang Mao-Fa; Zheng Xiao-Juan

    2007-01-01

    It has recently been realized that quantum strategies have a great advantage over classical ones in quantum games.However, quantum states are easily affected by the quantum noise, resulting in decoherence. In this paper, we investigate the effect of quantum noise on a multiplayer quantum game with a certain strategic space, with all players affected by the same quantum noise at the same time. Our results show that in a maximally entangled state, a special Nash equilibrium appears in the range of 0 (≤) p (≤) 0.622 (p is the quantum noise parameter), and then disappears in the range of 0.622 < p (≤) 1. Increasing the amount of quantum noise leads to the reduction of the quantum player's payoff.

  9. Adaptivity to Age, Gender, and Gaming Platform Topology in Physical Multi-Player Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Friðriksson, Rafn Vídalín; Björnsson, Davíð Þór

    2012-01-01

    In games where players are competing against each other, it can be of interest to ensure that all players are challenged according to their individual skills. In order to investigate such adaptivity to the individual player in physical multi-player games, we developed a game on modular interactive...... tiles which can be used in both single-player and multi-player mode. We implemented simple adaptivity methods and tested these with different user groups including children and adults of both genders. The results show statistically significant differences in the game interactions between children...... and adults, and between male and female players. Also, results show statistically significant differences in the game interactions between different physical set-ups of the modular interactive tiles, i.e. the interaction depended on the topology of the modular tiles set-up. Changing the physical set...

  10. Adaptivity to Age, Gender, and Gaming Platform Topology in Physical Multi-Player Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Friðriksson, Rafn Vídalín; Björnsson, Davíð Þór

    2012-01-01

    In games where players are competing against each other, it can be of interest to ensure that all players are challenged according to their individual skills. In order to investigate such adaptivity to the individual player in physical multi-player games, we developed a game on modular interactive...... and adults, and between male and female players. Also, results show statistically significant differences in the game interactions between different physical set-ups of the modular interactive tiles, i.e. the interaction depended on the topology of the modular tiles set-up. Changing the physical set......-up of the physical game platform changes the interaction and performance of the players....

  11. Excessive Use of Massively Multi-Player Online Role-Playing Games: A Pilot Study

    Science.gov (United States)

    Hussain, Zaheer; Griffiths, Mark D.

    2009-01-01

    Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…

  12. Navigating the feminine in massively multiplayer online games: gender in World of Warcraft

    National Research Council Canada - National Science Library

    Brehm, Audrey L

    2013-01-01

    The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft...

  13. Server architecture for securing user experience in massively multiplayer online games

    OpenAIRE

    Lasnik, Boštjan

    2014-01-01

    The following thesis focuses on problems of ensuring satisfying user experience of massively multiplayer online game players as a result of a server architecture design. Different approaches to ensuring scalability, reliability, and availability of massively multiplayer online games are presented. The main focus is on ensuring scalability of the virtual world with massive amount of players without the loss of reliable processing of player interactions. Existing approaches, based on effective ...

  14. Mobile Phone Programming- Multi-Player Mobile Phone Game Based on Bluetooth

    OpenAIRE

    Zhao, Pengcheng

    2010-01-01

    Mobile games are becoming more and more popular and the industry is increasing quickly. However, majority of these mobile games are single player games. In this thesis, I developed a multi-player game. One of the key points in a multi-player game is the communication between mobile phones. There are many ways can achieve this, such as Infrared Ports, Wi-Fi, and Bluetooth technology. Of these three methods, Bluetooth is the most suitable one for my application. In this thesis, I used B...

  15. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    Science.gov (United States)

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  16. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  17. The relationships into the video games massively multiplayer online role-playing game (MMORPG

    Directory of Open Access Journals (Sweden)

    Alvaro Alfonso Acevedo

    2016-11-01

    Full Text Available This paper is about the relationships dynamics in the virtuality of the gamers into the massively multiplayer online role-playing game “Perfect World” in the not ocifial latinamerican server “Comunidad Zero”. The main objective of this study is to describe the dynamics of the relationships, analyzing them from the context of the game using the virtual ethnography, understanding the emotional interactions between couples, through a case study. During the development of research, were found several categories related to affective interactions of pre-attachment, manifested in virtual environments of the game and that ultimately manage to simulate the engagement dynamics of the physical contexts.

  18. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  19. Cross-format analysis of the gaming experience in multi-player role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Newman, Ken; Brolund, Thea;

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...... presents results of an empirical study of multi-player RPGs, evaluating how the transference between formats affects the player experience; including the effect of including a human game master in computer-based RPGs. The tabletop format emerges as the consistently most enjoyable experience across a range...... of formats, even compared to a computer-based RPG directed by a human game master. © 2007 Authors & Digital Games Research Association (DiGRA)....

  20. Cross-format analysis of the gaming experience in multi-player role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Newman, Ken; Brolund, Thea

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...... presents results of an empirical study of multi-player RPGs, evaluating how the transference between formats affects the player experience; including the effect of including a human game master in computer-based RPGs. The tabletop format emerges as the consistently most enjoyable experience across a range...... of formats, even compared to a computer-based RPG directed by a human game master....

  1. Evolutionary performance of zero-determinant strategies in multiplayer games.

    Science.gov (United States)

    Hilbe, Christian; Wu, Bin; Traulsen, Arne; Nowak, Martin A

    2015-06-07

    Repetition is one of the key mechanisms to maintain cooperation. In long-term relationships, in which individuals can react to their peers׳ past actions, evolution can promote cooperative strategies that would not be stable in one-shot encounters. The iterated prisoner׳s dilemma illustrates the power of repetition. Many of the key strategies for this game, such as ALLD, ALLC, Tit-for-Tat, or generous Tit-for-Tat, share a common property: players using these strategies enforce a linear relationship between their own payoff and their co-player׳s payoff. Such strategies have been termed zero-determinant (ZD). Recently, it was shown that ZD strategies also exist for multiplayer social dilemmas, and here we explore their evolutionary performance. For small group sizes, ZD strategies play a similar role as for the repeated prisoner׳s dilemma: extortionate ZD strategies are critical for the emergence of cooperation, whereas generous ZD strategies are important to maintain cooperation. In large groups, however, generous strategies tend to become unstable and selfish behaviors gain the upper hand. Our results suggest that repeated interactions alone are not sufficient to maintain large-scale cooperation. Instead, large groups require further mechanisms to sustain cooperation, such as the formation of alliances or institutions, or additional pairwise interactions between group members.

  2. Robot Devastation: Using DIY Low-Cost Platforms for Multiplayer Interaction in an Augmented Reality Game

    Directory of Open Access Journals (Sweden)

    David Estevez

    2015-11-01

    Full Text Available We present Robot Devastation, a multiplayer augmented reality game using low-cost robots. Players can assemble their low-cost robotic platforms and connect them to the central server, commanding them through their home PCs. Several low-cost platforms were developed and tested inside the game.

  3. Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.

  4. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games

    OpenAIRE

    Fuster, Héctor; Chamarro Lusar, Andrés; Sánchez Carbonell, Xavier; Vallerand, Robert J.

    2014-01-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were ...

  5. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    Science.gov (United States)

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  6. Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior

    Directory of Open Access Journals (Sweden)

    Niko Vegt

    2016-12-01

    Full Text Available Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goal-driven rules.

  7. Inducing and measuring emotion through a multiplayer first-person shooter computer game

    NARCIS (Netherlands)

    Merkx, P.A.B.; Truong, K.P.; Neerincx, M.A.

    2007-01-01

    To develop an annotated database of spontaneous, multimodal, emotional expressions, recordings were made of facial and vocal expressions of emotions while participants were playing a multiplayer first-person shooter (fps) computer game. During a replay of the session, participants scored their own e

  8. Beneficial Long Communication in the Multi-Player Electronic Mail Game

    NARCIS (Netherlands)

    De Jaegher, K.J.M.

    2015-01-01

    In the two-player electronic mail game (EMG), as is well-known, the probability of collective action is lower the more confirmations and re-confirmations are made available to players. In the multi-player EMG, however, as we show players may coordinate on equilibria where they require only few of

  9. Physiological Responses During Multiplay Exergaming in Young Adult Males are Game-Dependent

    Directory of Open Access Journals (Sweden)

    McGuire Stephen

    2015-06-01

    Full Text Available Regular moderate-intensity exercise provides health benefits. The aim of this study was to examine whether the selected exercise intensity and physiological responses during exergaming in a single and multiplayer mode in the same physical space were game-dependent. Ten males (mean ±SD, age: 23 ±5 years, body mass: 84.2 ±15.6 kg, body height: 180 ±7 cm, body mass index: 26.0 ±4.0 kg·m−2 played the games Kinect football, boxing and track & field (3 × ~10 min, ~ 2 min rest periods in similar time sequence in two sessions. Physiological responses were measured with the portable Cosmed K4b2 pulmonary gas exchange system. Single play demands were used to match with a competitive opponent in a multiplay mode. A within-subjects crossover design was used with one-way ANOVA and a post-hoc t-test for analysis (p<0.05. Minute ventilation, oxygen uptake and the heart rate were at least 18% higher during a multiplayer mode for Kinect football and boxing but not for track & field. Energy expenditure was 21% higher during multiplay football. Single play track & field had higher metabolic equivalent than single play football (5.7 ±1.6, range: 3.2-8.6 vs 4.1 ±1.0, range: 3.0-6.1, p<0.05. Exergaming in a multiplayer mode can provide higher physiological demands but the effects are game-dependent. It seems that exergaming with low intensity in a multiplayer mode may provide a greater physical challenge for participants than in a single play mode but may not consistently provide sufficient intensity to acquire health benefits when played regularly as part of a programme to promote and maintain health in young adults.

  10. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  11. How practitioners approach gameplay requirements? An exploration into the context of massive multiplayer online role-playing games

    NARCIS (Netherlands)

    Daneva, Maya; Lutz, Robyn

    2014-01-01

    Gameplay requirements are central to game development. In the business context of massive multiplayer online role-playing games (MMOGs) where game companies' revenues rely on players' monthly subscriptions, gameplay is also recognized as the key to player retention. However, information on what game

  12. Verbal communication of story facilitators in multi-player role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters. © 2008 Springer Berlin Heidelberg....

  13. Verbal communication of story facilitators in multi-player role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters.......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study...

  14. Massively Multiplayer Online Games as a Sandbox for Leadership: The Relationship between in and out of Game Leadership Behaviors

    Science.gov (United States)

    Mendoza, Sean Henry Veloria

    2014-01-01

    Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create…

  15. Massively Multiplayer Online Games as a Sandbox for Leadership: The Relationship between in and out of Game Leadership Behaviors

    Science.gov (United States)

    Mendoza, Sean Henry Veloria

    2014-01-01

    Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create…

  16. A method for automatic situation recognition in collaborative multiplayer Serious Games

    Directory of Open Access Journals (Sweden)

    Viktor Wendel

    2015-07-01

    Full Text Available One major Serious Games challenge is adaptation of game-based learning environments towards the needs of players with heterogeneous player and learner traits. For both an instructor or an algorithmic adaptation mechanism it is vital to have knowledge about the course of the game in order to be able to recognize player intentions, potential problems, or misunderstandings - both of the game(play and the learning content. The main contribution of this paper is a mechanism to recognize high-level situations in a multiplayer Serious Game. The approach presented uses criteria and situations based on the game-state, player actions and events and calculates how likely it is that players are in a certain situation. The gathered information can be used to feed an adaptation algorithm or be presented to the instructor to improve instructor decision making. In a first evaluation, the situation recognition was able to correctly recognize all of the situations in a set of game sessions. Thus, the contribution of this paper contains a novel approach to automatically capture complex multiplayer game states influenced by unpredictable player behavior, and to interpret that information to calculate probabilities of relevant game situations to be present from which player intentions can be derived.

  17. Character play - The use of game characters in multi-player role-playing games across platforms

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games combine the concept of an avatar...... with that of a character, enhancing the avatar with specific features that commonly are changeable, and which can be defined within or outside the framework of the game rules. Within digital games, the rules-based features have received comparatively more attention than, for example, the personalities and background...... histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending...

  18. Character play - The use of game characters in multi-player role-playing games across platforms

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games combine the concept of an avatar...... with that of a character, enhancing the avatar with specific features that commonly are changeable, and which can be defined within or outside the framework of the game rules. Within digital games, the rules-based features have received comparatively more attention than, for example, the personalities and background...... histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending...

  19. Hack-proof Synchronization Protocol for Multi-player Online Games

    Science.gov (United States)

    Fung, Yeung Siu; Lui, John C. S.

    Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area network responsiveness. To make this possible, most modern multi-player online games use similar networking architecture that aims to hide the effects of network latency, packet loss, and high variance of delay from players. Because real-time interactivity is a crucial feature from a player's point of view, any delay perceived by a player can affect his/her performance [16]. Therefore, the game client must be able to run and accept new user commands continuously regardless of the condition of the underlying communication channel, and that it will not stop responding because of waiting for update packets from other players. To make this possible, multi-player online games typically use protocols based on "dead-reckoning" [5, 6, 9] which allows loose synchronization between players.

  20. How Massive Multiplayer Online Games Incorporate Principles of Economics

    Science.gov (United States)

    Barnett, Joshua H.; Archambault, Leanna

    2010-01-01

    Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…

  1. The Proficiency-Congruency Dilemma: Virtual Team Design and Performance in Multiplayer Online Games

    OpenAIRE

    Kim, Jooyeon; Keegan, Brian C.; Park, Sungjoon; Oh, Alice

    2015-01-01

    Multiplayer online battle arena games provide an excellent opportunity to study team performance. When designing a team, players must negotiate a \\textit{proficiency-congruency dilemma} between selecting roles that best match their experience and roles that best complement the existing roles on the team. We adopt a mixed-methods approach to explore how users negotiate this dilemma. Using data from \\textit{League of Legends}, we define a similarity space to operationalize team design construct...

  2. A study of the dynamics of multi-player games on small networks using territorial interactions.

    Science.gov (United States)

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  3. Collective Information Literacy in Massively Multiplayer Online Games

    Science.gov (United States)

    Martin, Crystle; Steinkuehler, Constance

    2010-01-01

    This article explores the forms of information literacy that arise in commercial entertainment games like "World of Warcraft." Using examples culled from eight months of online ethnographic data, the authors detail the forms of information literacy that arise as a regular part of in-game social interaction, emphasizing (ironically) the…

  4. Designing for Learning: Multiplayer Digital Game Learning Environments

    Science.gov (United States)

    Kim, Chung On

    2010-01-01

    Many people in general think that digital game environment has potential as a learning environment. However, empirical research in digital game environment and education is a still relative young field, so to create a digital learning environment where students are actively engaged in the learning process is a great challenge. In part, it has been…

  5. Entrapment and near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Karlsen, Faltin

    2011-01-01

    While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…

  6. Entrapment and near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Karlsen, Faltin

    2011-01-01

    While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…

  7. What are Users' Intentions Towards Real Money Trading in Massively Multiplayer Online Games?

    DEFF Research Database (Denmark)

    Constantiou, Ioanna; Legarth, Morten Fosselius; Birch Olsen, Kasper

    2012-01-01

    a set of behavioural determinants grounded in empirical research on online games. The study’s findings indicate that a player’s social status and the disinhibiting effects of online play are positive influences on players’ intentions to engage in real money trading, while perceived fairness, anticipated......This study investigates user behaviour in massively multiplayer online games from the perspective of their intentions to engage in real money trading. Players who engage in real money trading purchase resources instead of spending time to acquire them in the game. This behaviour influences not just...... their own gaming experience, but those of other players as well as the operator’s revenues. We present an online survey which targets the players of World of Warcraft. Players’ relationships with real money trading are investigated using insights from behavioural economics. We propose a model which includes...

  8. Player-character dynamics in multi-player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, Doris; Brolund, Thea

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...... and player engagement with their character and no correlation between enjoyment and similarity between player and character personality. © 2007 Authors & Digital Games Research Association (DiGRA)....... and character personality were assessed using the Extended Personal Attributes Questionnaire (EPAQ) and further questionnaires administered to measure player enjoyment and the player-character relationship. Results include a high level of player enjoyment across all formats, a high correlation between enjoyment...

  9. A general framework for analysing multiplayer games in networks using territorial interactions as a case study.

    Science.gov (United States)

    Broom, Mark; Rychtář, Jan

    2012-06-07

    Recently, models of evolution have begun to incorporate structured populations, including spatial structure, through the modelling of evolutionary processes on graphs (evolutionary graph theory). One limitation of this otherwise quite general framework is that interactions are restricted to pairwise ones, through the edges connecting pairs of individuals. Yet, many animal interactions can involve many players, and theoretical models also describe such multiplayer interactions. We shall discuss a more general modelling framework of interactions of structured populations with the focus on competition between territorial animals, where each animal or animal group has a "home range" which overlaps with a number of others, and interactions between various group sizes are possible. Depending upon the behaviour concerned we can embed the results of different evolutionary games within our structure, as occurs for pairwise games such as the Prisoner's Dilemma or the Hawk-Dove game on graphs. We discuss some examples together with some important differences between this approach and evolutionary graph theory.

  10. Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

    CERN Document Server

    Jiang, Zhi-Qiang; Tan, Qun-Zhao

    2009-01-01

    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.

  11. Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

    Science.gov (United States)

    Jiang, Zhi-Qiang; Zhou, Wei-Xing; Tan, Qun-Zhao

    2009-11-01

    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.

  12. Predicting protein structures with a multiplayer online game

    OpenAIRE

    Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; ,

    2010-01-01

    People exert significant amounts of problem solving effort playing computer games. Simple image- and text-recognition tasks have been successfully crowd-sourced through gamesi, ii, iii, but it is not clear if more complex scientific problems can be similarly solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search sp...

  13. 3D multiplayer virtual pets game using Google Card Board

    Science.gov (United States)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  14. Navigating the feminine in massively multiplayer online games: Gender in World of Warcraft

    Directory of Open Access Journals (Sweden)

    Audrey eBrehm

    2013-12-01

    Full Text Available The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO, World of Warcraft. Through the use of an online survey which includes both multiple choice questions and open-ended questions, the research discusses the major themes and findings expressed by the World of Warcraft forum users (N = 294. The descriptive statistical findings presented are derived from the multiple choice questions. Within the sample, the results reveal that sexism is a contentious topic in the World of Warcraft community. 63.6% (n = 75 of female respondents reported experiencing sexism within the game. 27.5% (n = 44 of male respondents and 45.3% (n = 53 of female respondents believe that sexism is a problem in the game. Overall, 64.4% (n = 183 of the respondents reported sexism as a non-issue in the game. Themes surrounding the topic of sexism experienced within the game are presented based on frequency of homogenous responses. Based on the multiple choice questions and the open-ended questions, the research argues that sexism and gendered play in gaming should be studied more closely, as the results reveal that many MMO players are affected negatively by it.

  15. Navigating the feminine in massively multiplayer online games: gender in World of Warcraft.

    Science.gov (United States)

    Brehm, Audrey L

    2013-01-01

    The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft. Through the use of an online survey which includes both multiple choice questions and open-ended questions, the research discusses the major themes and findings expressed by the World of Warcraft forum users (N = 294). The descriptive statistical findings presented are derived from the multiple choice questions. Within the sample, the results reveal that sexism is a contentious topic in the World of Warcraft community. 63.6% (n = 75) of female respondents reported experiencing sexism within the game. 27.5% (n = 44) of male respondents and 45.3% (n = 53) of female respondents believe that sexism is a problem in the game. Overall, 64.4% (n = 183) of the respondents reported sexism as a non-issue in the game. Themes surrounding the topic of sexism experienced within the game are presented based on frequency of homogenous responses. Based on the multiple choice questions and the open-ended questions, the research argues that sexism and gendered play in gaming should be studied more closely, as the results reveal that many MMO players are affected negatively by it.

  16. Aorta: a management layer for mobile peer-to-peer massive multiplayer games

    Science.gov (United States)

    Edlich, Stefan; Hoerning, Henrik; Brunnert, Andreas; Hoerning, Reidar

    2005-03-01

    The development of massive multiplayer games (MMPGs) for personal computers is based on a wide range of frameworks and technologies. In contrast, MMPG development for cell phones lacks the availability of framework support. We present Aorta as a multi-purpose lightweight MIDP 2.0 framework to support the transparent and equal API usage of peer-to-peer communication via http, IP and Bluetooth. Special experiments, such as load-tests on Nokia 6600s, have been carried out with Bluetooth support in using a server-as-client architecture to create ad-hoc networks by using piconet functionalities. Additionally, scatternet functionalities, which will be supported in upcoming devices, have been tested in a simulated environment on more than 12 cell phones. The core of the Aorta framework is the Etherlobby, which manages connections, peers, the game lobby, game policies and much more. The framework itself was developed to enable the fast development of mobile games, regardless of the distance between users, which might be within the schoolyard or much further away. The earliest market-ready application shown here is a multimedia game for cell phones utilizing all of the frameworks features. This game, called Micromonster, acts as platform for developer tests, as well as providing valuable information about interface usability and user acceptance.

  17. A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology

    Directory of Open Access Journals (Sweden)

    Mathieu Loiseau

    2014-08-01

    Full Text Available Our research deals with the development of a new type of game-based learning environment: (MMORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum. After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual for the players’ involvement in the game.

  18. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games

    DEFF Research Database (Denmark)

    Bulling, Nils; Goranko, Valentin

    2013-01-01

    We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.......e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning....

  19. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games (Extended Abstract

    Directory of Open Access Journals (Sweden)

    Nils Bulling

    2013-03-01

    Full Text Available We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning.

  20. Bipartite graphs as models of population structures in evolutionary multiplayer games.

    Directory of Open Access Journals (Sweden)

    Jorge Peña

    Full Text Available By combining evolutionary game theory and graph theory, "games on graphs" study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner's dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner's dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures.

  1. A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game

    Directory of Open Access Journals (Sweden)

    Tiffany Y. Tang

    2008-01-01

    Full Text Available Massively multiplayer online games (MMOGs have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness in LastWorld and FairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map have been fully exploited by players. In addition, those players who are aware of these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.

  2. SecurityCom: A Multi-Player Game for Researching and Teaching Information Security Teams

    Directory of Open Access Journals (Sweden)

    Douglas P. Twitchell

    2007-12-01

    Full Text Available A major portion of government and business organizations’ attempts to counteract information security threats is teams of security personnel.  These teams often consist of personnel of diverse backgrounds in specific specialties such as network administration, application development, and business administration, resulting in possible conflicts between security, functionality, and availability.  This paper discusses the use of games to teach and research information security teams and outlines research to design and build a simple, team-oriented, configurable, information security game. It will be used to study how information security teams work together to defend against attacks using a multi-player game, and to study the use of games in training security teams.  Studying how information security teams work, especially considering the topic of shared-situational awareness, could lead to better ways of forming, managing, and training teams.  Studying the effectiveness of the game as a training tool could lead to better training for security teams. 

  3. The Influence of Game Design on the Collaborative Problem Solving Process: A Cross-Case Study of Multi-Player Collaborative Gameplay Analysis

    Science.gov (United States)

    Yildirim, Nilay

    2013-01-01

    This cross-case study examines the relationships between game design attributes and collaborative problem solving process in the context of multi-player video games. The following game design attributes: sensory stimuli elements, level of challenge, and presentation of game goals and rules were examined to determine their influence on game…

  4. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Chamarro, Andrés; Carbonell, Xavier; Vallerand, Robert J

    2014-05-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.

  5. Promotion of cooperation induced by discriminators in the spatial multi-player donor-recipient game

    Science.gov (United States)

    Cui, Guang-Hai; Wang, Zhen; Ren, Jian-Kang; Lu, Kun; Li, Ming-Chu

    2016-11-01

    Although the two-player donor-recipient game has been used extensively in studying cooperation in social dilemmas, the scenario in which a donor can simultaneously donate resources to multiple recipients is also common in human societies, economic systems, and social networks. This paper formulates a model of the multi-player donor-recipient game considering a multi-recipient scenario. The promotion of cooperation is also studied by introducing a discriminative cooperation strategy into the game, which donates resources to recipients in proportion to their previous donations with a cost for the collection of information. The evolutionary dynamics of individual strategies are explored in homogeneous and heterogeneous scenarios by leveraging spatial evolutionary game theory. The results show that in a homogeneous scenario, defectors can dominate the network at the equilibrium state only when the cost-to-benefit ratio (R) of donated resources is large. In a heterogeneous scenario, three strategies can coexist all the time within the range of R that was studied, and the promotion of cooperation is more effective when the values of R are smaller. Results from a single node evolution and the formation of local patterns of interaction are provided, and it is analytically shown that discriminators can maintain fairness in resource donation and guarantee long-term cooperation when R is not too large.

  6. Statistical properties of online avatar numbers in a massive multiplayer online role-playing game

    Science.gov (United States)

    Jiang, Zhi-Qiang; Ren, Fei; Gu, Gao-Feng; Tan, Qun-Zhao; Zhou, Wei-Xing

    2010-02-01

    Massive multiplayer online role-playing games (MMORPGs) have been very popular in the past few years. The profit of an MMORPG company is proportional to how many users registered, and the instant number of online avatars is a key factor to assess how popular an MMORPG is. We use the online-offline logs on an MMORPG server to reconstruct the instant number of online avatars per second and investigate its statistical properties. We find that the online avatar number exhibits one-day periodic behavior and clear intraday pattern, the fluctuation distribution of the online avatar numbers has a leptokurtic non-Gaussian shape with power-law tails, and the increments of online avatar numbers after removing the intraday pattern are uncorrelated and the associated absolute values have long-term correlation. In addition, both time series exhibit multifractal nature.

  7. Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education

    Directory of Open Access Journals (Sweden)

    Alireza Tavakkoli

    2014-08-01

    Full Text Available This paper presents the results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG as a gameplay rich with social interaction as well as intellectual and aesthetic features. Statistically significant differences among our participants' perception, sensation seeking, and satisfaction in relation to gameplay features are investigated. Our primary objective in this investigation was to look for certain aspects of game playing and sensation seeking that attracts a group of students to engage in long term gameplay online. Results support the majority of pre-planned hypotheses and show potential important considerations to take into account when developing gamified content for educational applications. Furthermore, the limitation of the data used in this study is presented and future directions to remove the current limitation and proliferate results through qualitative research into players' in-game social interactions. We suggest that finding similarities and underlying patterns of attraction among a diverse group of students could be beneficial in designing gameplay features to enhance student participation in the learning experience and improve learning performance.

  8. The "Hot Potato" Case: Challenges in Multiplayer Pervasive Games Based on Ad hoc Mobile Sensor Networks and the Experimental Evaluation of a Prototype Game

    CERN Document Server

    Chatzigiannakis, Ioannis; Akribopoulos, Orestis; Logaras, Marios; Kokkinos, Panagiotis; Spirakis, Paul

    2010-01-01

    In this work, we discuss multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We discuss the fundamental issues and challenges related to these type of games and the scenarios associated with them. We also present and evaluate an example of such a game, called the "Hot Potato", developed using the Sun SPOT hardware platform. We provide a set of experimental results, so as to both evaluate our implementation and also to identify issues that arise in pervasive games which utilize sensor network nodes, which show that there is great potential in this type of games.

  9. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  10. Self-concept deficits in massively multiplayer online role-playing games addiction.

    Science.gov (United States)

    Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl

    2013-01-01

    Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players. Copyright © 2013 S. Karger AG, Basel.

  11. Discrete-Time Nonzero-Sum Games for Multiplayer Using Policy-Iteration-Based Adaptive Dynamic Programming Algorithms.

    Science.gov (United States)

    Zhang, Huaguang; Jiang, He; Luo, Chaomin; Xiao, Geyang

    2016-10-03

    In this paper, we investigate the nonzero-sum games for a class of discrete-time (DT) nonlinear systems by using a novel policy iteration (PI) adaptive dynamic programming (ADP) method. The main idea of our proposed PI scheme is to utilize the iterative ADP algorithm to obtain the iterative control policies, which not only ensure the system to achieve stability but also minimize the performance index function for each player. This paper integrates game theory, optimal control theory, and reinforcement learning technique to formulate and handle the DT nonzero-sum games for multiplayer. First, we design three actor-critic algorithms, an offline one and two online ones, for the PI scheme. Subsequently, neural networks are employed to implement these algorithms and the corresponding stability analysis is also provided via the Lyapunov theory. Finally, a numerical simulation example is presented to demonstrate the effectiveness of our proposed approach.

  12. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game.

    Science.gov (United States)

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.

  13. "Elven Elder LVL59 LFP/RB. Please PM Me": Immersion, Collaborative Tasks and Problem-Solving in Massively Multiplayer Online Games

    Science.gov (United States)

    Voulgari, Iro; Komis, Vassilis

    2010-01-01

    Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…

  14. Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education

    Science.gov (United States)

    2005-03-01

    The acquisition of a scientific understanding of electricity: Hands-on versus computer simulation experience; conceptual change versus didactic text...have to teach us about learning and literacy . Palgrave, NY: MacMillan. Gokhale, A. A. (1996). Effectiveness of computer simulation for enhancing...Nicholas Publishers. Steinkuehler, C. A. (2003). Massively multiplayer online videogames as a constellation of literacy practices. Paper presented at

  15. Analysis of the expected density of internal equilibria in random evolutionary multi-player multi-strategy games.

    Science.gov (United States)

    Duong, Manh Hong; Han, The Anh

    2016-12-01

    In this paper, we study the distribution and behaviour of internal equilibria in a d-player n-strategy random evolutionary game where the game payoff matrix is generated from normal distributions. The study of this paper reveals and exploits interesting connections between evolutionary game theory and random polynomial theory. The main contributions of the paper are some qualitative and quantitative results on the expected density, [Formula: see text], and the expected number, E(n, d), of (stable) internal equilibria. Firstly, we show that in multi-player two-strategy games, they behave asymptotically as [Formula: see text] as d is sufficiently large. Secondly, we prove that they are monotone functions of d. We also make a conjecture for games with more than two strategies. Thirdly, we provide numerical simulations for our analytical results and to support the conjecture. As consequences of our analysis, some qualitative and quantitative results on the distribution of zeros of a random Bernstein polynomial are also obtained.

  16. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    Science.gov (United States)

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

  17. Massively multiplayer online role-playing game-induced seizures: a neglected health problem in Internet addiction.

    Science.gov (United States)

    Chuang, Yao-Chung

    2006-08-01

    As the Internet has become rapidly and widely integrated into society, Internet addiction has become a growing psychosocial problem. However, epileptic seizure, another out-of-the-ordinary health problem, is often neglected in this regard. Ten patients who experienced epileptic seizures while playing the newest genre of electronic games -- Massively Multiplayer Online Role-Playing Games (MMORPGs) -- were investigated. Patients were predominantly male young adults, and most of the events were generalized tonic-clonic seizures, myoclonic seizures, and absences. These patients should be categorized into idiopathic generalized epilepsies. Even though photosensitivity was an important factor, behavioral and higher mental activities also seemed to be significant seizure precipitants. Results demonstrated that MMORPG-induced seizures were not analogous to the ordinary video game-induced seizures. Significantly, an epileptic seizure warning did not always appear on the websites of MMORPGs and instructions for the software. While the prevalence of MMORPG-induced seizures remains unknown, it may exceed our expectations and impact our society. Not only for clinical neurologists but also for the primary physicians, educators, sociologists, and global online game publishers, there should be an awareness of this special form of reflex seizures in order to provide an appropriate health warning to MMORPG players.

  18. [The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

    Science.gov (United States)

    Jin, Kato; Igarashi, Tasuku

    2016-04-01

    Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

  19. Security and privacy in massively-multiplayer online games and social and corporate virtual worlds

    NARCIS (Netherlands)

    Barosso, D.; Bartle, R.; Chazeran, C.; Zwart, de M.; Doumen, J.M.; Gorniak, S.; Kaźmierczak, M.; Kaskenmaa, M.; Benavente López, D.; Martin, A.; Naumann, I.; Reynolds, R.; Richardson, J.; Rossow, C.; Rywczyoska, A.; Thumann, M.; Hogben, G.

    2008-01-01

    2007 was the year of online gaming fraud - with malicious programs that specifically target online games and virtual worlds increasing by 145% and the emergence of over 30,000 new programs aimed at stealing online game passwords. Such malware is invariably aimed at the theft of virtual property accu

  20. The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues.

    Science.gov (United States)

    Lukavská, Kateřina; Hrabec, Ondřej; Chrz, Vladimír

    2016-04-01

    We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R(2) = 0.28 for playing time; R(2) = 0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.

  1. An introduction to multi-player, multi-choice quantum games

    CERN Document Server

    Sharif, Puya

    2012-01-01

    We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by a n-player generalization trough the quantum minority games, and finishing with a contribution towards a n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as an introduction suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.

  2. Evaluating a multi-player brain-computer interface game: challenge versus co-experience

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Anton; Poel, Mannes; Obbink, Michel; Volpe, G.; Reidsma, D.; Camurri, A.; Nijholt, A.

    2013-01-01

    Brain–computer interfaces (BCIs) have started to be considered as game controllers. The low level of control they provide prevents them from providing perfect control but allows the design of challenging games which can be enjoyed by players. Evaluation of enjoyment, or user experience (UX), is rath

  3. Profiling Academic Research on Massively Multiplayer On-line Role-Play Gaming (MMORPG 2000-2009: Horizons for Educational Research

    Directory of Open Access Journals (Sweden)

    Harold Castañeda Peña

    2013-12-01

    Full Text Available Whilst there exists a large body of publications around Massively Multiplayer On-line Role-Play Gaming (MMORPG, there is little profiling academic research on this type of game. This study aims at unveiling what, when, where and who constitute scholarly work in research about MMORPG. A 777-register dataset was configured with primary documents taken from 16 databases and two web-portals. The dataset was drilled down using specialized text-mining software. Findings revealed four main research interests that comprise the games themselves, gaming experiences, systems architecture and educational MMORPG. It was also found that research on this topic started out in 2002 and some milestones of emerging research were charted out. The most prolific organizations and authors were also identified in which the USA, Canada and Italy occupy outstanding places. It is recommended that research profiling studies be carried out to extend more informed literature reviews and support further research questions.

  4. An Introduction to Multi-player, Multi-choice Quantum Games: Quantum Minority Games & Kolkata Restaurant Problems

    Science.gov (United States)

    Sharif, Puya; Heydari, Hoshang

    We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by an n-player generalization trough the quantum minority games, and finishing with a contribution towards an n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as a review suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.

  5. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    Directory of Open Access Journals (Sweden)

    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  6. An Analysis Framework for Structured Multi-player Game%结构化多人博弈的分析框架

    Institute of Scientific and Technical Information of China (English)

    刘国翰

    2014-01-01

    结构化多人博弈是一种把博弈方嵌入到具体的社会关系之中,在两两博弈的基础上求解整体博弈均衡状态的分析框架。和现有的合作博弈(Cooperative Game Theory)、网络博弈(Network Games)、进化图论(Evolutionary Graph Theory, EGT)、计算博弈论(Computational Game Theory)等多人博弈分析框架相比,结构化博弈既有和它们相似的地方,也有非常重要的差别。结构化博弈更适合用来分析政治问题和社会现象中的多人博弈局面。作为最简单的情况,本文先给出了一个三人结构化博弈的一般分析框架,然后根据这个分析框架对传统的联盟博弈进行了新的分析,发现经典的“三人分300元”博弈事实上有稳定的均衡解,即三人各分100元。作为一个简单的应用,文章分析了三个国家之间的“战争-同盟博弈”,我们发现该博弈有两个稳定的均衡解,在这两个稳定的均衡解中,超级大国和小国总是选择结盟,而小国总是选择和地区大国进行战争。从这两个例子可以看出,结构化多人博弈在分析复杂的政治、经济、社会问题上具有传统博弈论方法所不具备的很多优势,其获得的均衡解也更符合社会实际。%Structured multi-player game is an analytical framework, which assumed that each player is embedded in the so-cial relations, analyzing the whole game based on thepair-wise games between players with an equilibrium status. Compared with the existing multi-player game theory framework, such as Cooperative Game Theory, Network Games, Evolutionary Graph The-ory and Computational Game Theory, the structured multi-player game has the same characteristics with them, at the same time, there are lots of vital differences with those methods. Structured multi-player game is more suitable to analyze the political problems and social issues. At the beginning, an analytical framework for the most fundamental 3

  7. Attack of the S. Mutans!: a stereoscopic-3D multiplayer direct-manipulation behavior-modification serious game for improving oral health in pre-teens

    Science.gov (United States)

    Hollander, Ari; Rose, Howard; Kollin, Joel; Moss, William

    2011-03-01

    Attack! of the S. Mutans is a multi-player game designed to harness the immersion and appeal possible with wide-fieldof- view stereoscopic 3D to combat the tooth decay epidemic. Tooth decay is one of the leading causes of school absences and costs more than $100B annually in the U.S. In 2008 the authors received a grant from the National Institutes of Health to build a science museum exhibit that included a suite of serious games involving the behaviors and bacteria that cause cavities. The centerpiece is an adventure game where five simultaneous players use modified Wii controllers to battle biofilms and bacteria while immersed in environments generated within a 11-foot stereoscopic WUXGA display. The authors describe the system and interface used in this prototype application and some of the ways they attempted to use the power of immersion and the appeal of S3D revolution to change health attitudes and self-care habits.

  8. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game

    Science.gov (United States)

    2013-03-05

    and R. J. Moore, “The life and death of online gaming communities: a look at guilds in world of warcraft ,” in CHI ’07: Proceedings of the SIGCHI...world of warcraft ,” in Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work, Banff, Alberta, Canada, 2006, pp

  9. Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game

    Directory of Open Access Journals (Sweden)

    Wei Shi

    2014-01-01

    Full Text Available In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. Dead reckoning is one such method. Traditional dead reckoning schemes typically predict a player’s position linearly by assuming players move with constant force or velocity. In this paper, we consider team-based 2D online action games. In such games, player movement is rarely linear. Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players. From analyzing this data, we identified play patterns, which we used to create three dead reckoning algorithms. We then used an extensive set of simulations to compare our algorithms with the IEEE standard dead reckoning algorithm and with the recent “Interest Scheme” algorithm. Our results are promising especially with respect to the average export error and the number of hits.

  10. Three is a crowd – inefficient communication in the multi-player electronic mail game

    NARCIS (Netherlands)

    de Jaegher, K.; Rosenkranz, S.

    2009-01-01

    In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provide

  11. Identification and Classification of Player Types in Massive Multiplayer Online Games Using Avatar Behavior

    Science.gov (United States)

    2011-08-01

    consuming on large data sets, but for smaller data sets it is sufficiently quick. The second step is recording a performance measure. This is done so... NBA Games Using Neural Networks”, Journal of Quantitative Analysis in Sports, vol 5: Iss 1, Article 7, 2009 Matsumoto, Yoshitaka, and Ruck Thawonmas

  12. Three is a crowd – inefficient communication in the multi-player electronic mail game

    NARCIS (Netherlands)

    de Jaegher, K.|info:eu-repo/dai/nl/304836842; Rosenkranz, S.|info:eu-repo/dai/nl/157222241

    In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature

  13. Avatar's neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.

    Science.gov (United States)

    Dieter, Julia; Hill, Holger; Sell, Madlen; Reinhard, Iris; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl; Leménager, Tagrid

    2015-02-01

    Psychometric studies suggest that observed self-concept deficits in addicted massively multiplayer online role-playing game (MMORPG) are compensated through the replacement of their ideal (i.e., how an individual would like to be) by their own avatar (i.e., graphical agent in the virtual world). Neurobiological studies indicate that increased identification with their own avatar in regular MMORPG gamers is possibly reflected by enhanced avatar-referential brain activation in the left angular gyrus (AG). However, the neurobiological correlates reflecting the relations of the avatar to addicted gamers' self and ideal are still unexplored. Therefore, we compare these relations between addicted and nonaddicted MMORPG gamers. A sample of n = 15 addicted and n = 17 nonaddicted players underwent functional MRI (fMRI) while completing a Giessen-Test (GT)-derived paradigm assessing self-, ideal-, and avatar-related self-concept domains. Neurobiological analyses included the comparisons avatar versus self, avatar versus ideal, and avatar versus self, ideal. Psychometrically, addicts showed significantly lower scores on the self-concept subscale of 'social resonance,' that is, social popularity. In all avatar-related contrasts, within-group comparisons showed addicted players to exhibit significantly higher brain activations in the left AG. The between-groups comparisons revealed avatar-related left AG hyperactivations in addicts. Our results may suggest that addicted MMORPG players identify significantly more with their avatar than nonaddicted gamers. The concrete avatar might increasingly replace the rather abstract ideal in the transition from normal- controlled to addictive-compulsive MMORPG usage.

  14. Three is a crowd – inefficient communication in the multi-player electronic mail game

    OpenAIRE

    Jaegher, K. De; Rosenkranz, S.

    2009-01-01

    In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provides extensions on the EMG that eliminate inefficient equilibria, suggesting that no formal rules are needed to prevent players from playing inefficiently. The present paper investigates whether these...

  15. Analytic solution of Riccati equations occurring in open-loop Nash multiplayer differential games

    Directory of Open Access Journals (Sweden)

    L. Jódar

    1992-01-01

    Full Text Available In this paper we present explicit analytic solutions of coupled Riccati matrix differential systems appearing in open-loop Nash games. Two different cases are considered. Firstly, by means of appropriate algebraic transformations the problem is decoupled so that an explicit solution of the problem is available. The second is based on the existence of a solution of a rectangular Riccati type algebraic matrix equation associated with the problem.

  16. Recasting Mermin's multi-player game into the framework of pseudo-telepathy

    CERN Document Server

    Brassard, G; Tapp, A; Brassard, Gilles; Broadbent, Anne; Tapp, Alain

    2004-01-01

    Entanglement is perhaps the most non-classical manifestation of quantum mechanics. Among its many interesting applications to information processing, it can be harnessed to reduce the amount of communication required to process a variety of distributed computational tasks. Can it be used to eliminate communication altogether? Even though it cannot serve to signal information between remote parties, there are distributed tasks that can be performed without any need for communication, provided the parties share prior entanglement: this is the realm of pseudo-telepathy. One of the earliest use of multi-party entanglement was presented by Mermin in 1990. Here we recast his idea in terms of pseudo-telepathy. We provide a new computer-scientist-friendly analysis of this game, as well as matching upper and lower bounds on the best possible classical strategy for attempting to play it. This leads us to considerations on how well imperfect quantum-mechanical apparatus must perform in order to exhibit a behaviour that ...

  17. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence.

    Science.gov (United States)

    Scott, Jonathan; Porter-Armstrong, Alison P

    2013-01-01

    Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.

  18. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence

    Directory of Open Access Journals (Sweden)

    Jonathan Scott

    2013-01-01

    Full Text Available Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.

  19. Relaciones mediadas por el sonido entre jugadores en el entorno de juegos multijugador Player Relationships as Mediated Through Sound in Immersive Multi-player Computer Games

    Directory of Open Access Journals (Sweden)

    Mark Grimshaw

    2010-03-01

    , in a multi-player game, this ultimately leads to communication between players through the medium of diegetic sound. The players’ engagement with, and immersion in, the game’s acoustic environment is the result of a relationship with sound that is technologically mediated. The game engine, for example, produces a range of environmental or ambient sounds and almost every player action has a corresponding sound. A variety of relevant theories and disciplines are assessed for the methodological basis of the points raised, such as film sound theory and sonification, and, throughout, the First-Person Shooter sub-genre is used as an exemplar. Such games include the «Doom» and «Quake» series, the «Half-Life» series and derivatives and later games such as «Left 4 Dead». The combination of the acoustic environment, the interactive placement of the player – as embodied by his virtual, prosthetic arms – in the environment and the sonic relationships between players produces the acoustic ecology. An exposition of this multi-player communication and the resultant acoustic ecology and player immersion, is the main objective of the essay.

  20. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures

    OpenAIRE

    Nuyens, F; Deleuze, J; Maurage, P; Griffiths, MD; Kuss, DJ; Billieux, J

    2016-01-01

    Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the p...

  1. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population

    Directory of Open Access Journals (Sweden)

    Monnin Julie

    2011-08-01

    Full Text Available Abstract Background Massively Multiplayer Online Role-Playing Games (MMORPGs are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc. are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. Methods In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR that has been adapted for MMORPG (DAS, the qualitative Goldberg Internet Addiction Disorder scale (GIAD and the quantitative Orman Internet Stress Scale (ISS. For all scales, a score above a specific threshold defined positivity. Results The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS and DAS positivity (27.5%. Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect and declared significantly more social, financial (OR: 4.85, marital (OR: 4.61, family (OR: 4.69 and/or professional difficulties (OR: 4.42 since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional

  2. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population

    Science.gov (United States)

    2011-01-01

    Background Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. Methods In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity. Results The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online

  3. From Territorial to Temporal Ambitions: The Politics of Time and Imagination in Massive Multiplayer Online Forecasting Games

    Directory of Open Access Journals (Sweden)

    Lonny J. Avi Brooks

    2015-09-01

    Full Text Available In 2010, the online forecasting game Urgent Evoke, produced by Jane McGonigal, former Director of Gaming at the Institute for the Future and the World Bank Institute, elicited praise by gaming critics as a model for “serious gaming.” The game promised to show how players could think about long-term solutions to urgent social problems like hunger, poverty, conflict, and climate change using the African continent as its test bed. Players imagined future temporal outcomes through remixing media. In a qualitative analysis of actual game play during the real-time introduction of the game for teaching organizational communication, Evoke became a platform for student inquiry for questioning its underlying design as an expansion of territorial and temporal conquest. Evoke served as a springboard for building a literacy of critical time among students in accessing stakeholder power to determine the future. Students challenged, created, and followed the cultural capital of promissory visions in circulation. The curriculum design for using serious and forecasting games like Evoke must account for the conceptual development of what Sarah Sharma calls critical time or chronopolitics, a hidden politics of time that shapes our approaches to cultures, organizations, and innovation. By placing spatial and temporal dynamics center stage, we investigated how serious games produce a chronopolitics of time differentiating among people by class and ethnicity. Alternative Reality Games offer the potential for building a literacy of critical forecasting time to understand the practices for anticipating the future as temporal networks of power, different and uneven.

  4. The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games

    National Research Council Canada - National Science Library

    Jin, Kato; Igarashi, Tasuku

    2016-01-01

    .... Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via...

  5. The Influence of an Educational Course on Language Expression and Treatment of Gaming Addiction for Massive Multiplayer Online Role-Playing Game (MMORPG) Players

    Science.gov (United States)

    Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min

    2013-01-01

    Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…

  6. The Influence of an Educational Course on Language Expression and Treatment of Gaming Addiction for Massive Multiplayer Online Role-Playing Game (MMORPG) Players

    Science.gov (United States)

    Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min

    2013-01-01

    Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…

  7. "Need to Know" Versus "Spread the Word": Collective Action in the Multi-Player Electronic Mail Game

    NARCIS (Netherlands)

    de Jaegher, K.|info:eu-repo/dai/nl/304836842

    2008-01-01

    As shown by Rubinstein (1989, AER), in the two-player electronic mail game, players are better off if the extent to which they can check each other’s information, check each other’s information about each other’s information, etc., is limited. This paper investigates to what extent this result

  8. Three is a crowd – inefficient communication in the multi-player electronic mail game

    OpenAIRE

    Jaegher, K. De; Rosenkranz, S.

    2009-01-01

    In a two-player stag hunt with asymmetric information, players may lock each other into requiring a large number of confirmations and confirmations of confirmations from one another before eventually acting. This intuition has been formalized in the electronic mail game (EMG). The literature provides extensions on the EMG that eliminate inefficient equilibria, suggesting that no formal rules are needed to prevent players from playing inefficiently. The present paper investigates whether these...

  9. A Qualitative Exploration of Factors Affecting Group Cohesion and Team Play in Multiplayer Online Battle Arenas (MOBAs)

    OpenAIRE

    Taylor, Jacqui

    2016-01-01

    Previous research examining the social psychology of video-gaming has tended to focus on Massively Multiplayer Online Role Playing Game (MMORPG) environments, such as World of Warcraft. Although many online group processes have been examined using this game, this genre does not enforce cooperative play and studies tend to be based on very large groups. Newer genres are being developed and played which have so far not been studied. The genre known as Multiplayer Online Battle Arenas (MOBAs) ar...

  10. Perancangan Aplikasi Permainan Multiplayer Gobak Sodor Berbasis Flash Di Lingkup Jaringan Lokal

    Directory of Open Access Journals (Sweden)

    Bellia Dwi Cahya Putri

    2016-04-01

    Full Text Available Traditional games wa played by people from ancient time. As the culture of Indonesia which has high value of togetherness, people play ittogether with a group. From all kind of traditional games in Indonesia, there is one called Gobak Sodor that well known as traditional games from Central Java. The game of Gobak Sodor made by Adobe Flash and ActionScript as programming language has two option to play the game as singleplayer and multiplayer. Multiplayer game need a server to connected both players which used smartfoxserver 2x as the server. The game developed by adopting MDLC method with four stage such as conceptualization, design process, requirements planning, and construction. The result of this scientific writing is an application of traditional game named Gobak Sodor as the media to educate people about one of traditional game in Indonesia.

  11. Leadership development through online gaming

    OpenAIRE

    Nuangjumnonga, Tinnawat; Mitomo, Hitoshi

    2012-01-01

    The relationship between leadership development and multiplayer online battle arena games (MOBA) are examined using two popular games of this genre: Defense of The Ancients (DOTA) and Heroes of Newerth (HON). Similar existing research notably includes IBM's Leadership in Games and at Work: Implication for the Enterprise of Massively Multiplayer Online Role-Playing Games published in 2007, positively concluding the contribution online games have towards leadership development. Close-ended surv...

  12. Research on Distributed System Model of Massively Multiplayer Online Game%大型多人在线网络游戏分布式系统模型研究

    Institute of Scientific and Technical Information of China (English)

    吴拥民; 周惟迪

    2012-01-01

    针对大型多人在线网络游戏(MMOG)系统的高耦合性问题,提出3种分布式MMOG系统模型.包括以大粒度逻辑解藕游戏业务的服务协同模型、将高计算消耗逻辑从关联业务中分离的业务同步模型,以及通过消息实现自治实体对象间交互的对象通信模型,从计算复杂度、习惯改变、业务转变、分布特性等4个方面评价3种模型.分析结果表明,服务协同模型具有较好的分布性与代码移植性,业务同步模型表现出局部分布性,对象通信模型体现完全分布性.%For the problem of high coupling existing in Massively Multiplayer Online Game(MMOG) system, this paper proposes three kinds of distributed system models for MMOG respectively, including services-coordinated model which is to decouple large-grained logic from game business, logics-synchronized model which is to separate the high computational logic from related business, and objects-communicated model which is to interact among self-governed entity objects through message. It provides four measurement standards including computational complexity, habit change, business transform and distributed capability, which evaluate advantages and disadvantages of three kinds of models. Analysis results show that the services-coordinated model has good distribution and code portability, logics-synchronized model only has partial distribution, objects-communicated model has perfect and full distribution.

  13. 移动服务市场多寡头博弈模型研究%Multiplayer Gaming Model in Mobile Services Market

    Institute of Scientific and Technical Information of China (English)

    李静; 任锦鸾; 李波; 魏翠莹

    2014-01-01

    Based on the reality in Chinese mobile services market ,the paper study the three -player gam-ing competition model of mobile services operators .Based on the analyzing of high fixed costs and low marginal costs of mobile service ,the price-centered Bertrand game model is constructed .Since the serv-ice can’ t be measured,the number of users is estimated instead of the number of products in the model . Because the value of mobile service only can be realized in the consumption process ,the variables of using cost are added in the model .Finally,according to the results of analyzing of Bertrand game model ,the pa-per proposed some strategic advice for mobile service operators .%基于我国移动服务市场三寡头垄断的现状,分析了移动服务固定成本高、边际成本低、以价格为主要竞争手段的特点,构建了Bertrand三寡头博弈模型;探讨了移动、联通、电信三家运营商在定价及服务方面所应采取的策略。结论:各运营商应推出差异化服务,采取适当合作策略,不应把价格作为唯一的竞争手段。

  14. The semiotic ecology and linguistic complexity of an online game world

    NARCIS (Netherlands)

    Thorne, Steven; Fischer, I.; Lu, X.

    2012-01-01

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of Warcraf

  15. The Semiotic Ecology and Linguistic Complexity of an Online Game World

    Science.gov (United States)

    Thorne, Steven L.; Fischer, Ingrid; Lu, Xiaofei

    2012-01-01

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) "World of Warcraft" ("WoW"), with specific…

  16. The Semiotic Ecology and Linguistic Complexity of an Online Game World

    Science.gov (United States)

    Thorne, Steven L.; Fischer, Ingrid; Lu, Xiaofei

    2012-01-01

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) "World of Warcraft" ("WoW"), with specific…

  17. The semiotic ecology and linguistic complexity of an online game world

    NARCIS (Netherlands)

    Thorne, Steven; Fischer, I.; Lu, X.

    2012-01-01

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of Warcraf

  18. The semiotic ecology and linguistic complexity of an online game world

    NARCIS (Netherlands)

    Thorne, Steven; Fischer, I.; Lu, X.

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of

  19. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.

    Science.gov (United States)

    Nuyens, Filip; Deleuze, Jory; Maurage, Pierre; Griffiths, Mark D; Kuss, Daria J; Billieux, Joël

    2016-06-01

    Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.

  20. Social interactions in massively multiplayer online role-playing gamers.

    Science.gov (United States)

    Cole, Helena; Griffiths, Mark D

    2007-08-01

    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

  1. Collaborative Gaming: Teaching Children about Complex Systems and Collective Behavior

    Science.gov (United States)

    Peppler, Kylie; Danish, Joshua A.; Phelps, David

    2013-01-01

    Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…

  2. Collaborative Gaming: Teaching Children about Complex Systems and Collective Behavior

    Science.gov (United States)

    Peppler, Kylie; Danish, Joshua A.; Phelps, David

    2013-01-01

    Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…

  3. Social Interactions and Games

    Science.gov (United States)

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  4. "I'm attached, and I'm a good guy/gal!": how character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games.

    Science.gov (United States)

    Bowman, Nicholas David; Schultheiss, Daniel; Schumann, Christina

    2012-03-01

    One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.

  5. An Investigation of Gender Differences in a Game-Based Learning Environment with Different Game Modes

    Science.gov (United States)

    Tsai, Fu-Hsing

    2017-01-01

    This study aimed to explore the gender differences of participants' learning results, perceptions and gaming behaviors related to an energy quiz game with both single-player and multiplayer game modes simultaneously provided for participants. Seventy-four ninth-grade students played the game in six classes over three weeks. The pretest-posttest on…

  6. Games in Language Learning: Opportunities and Challenges

    Science.gov (United States)

    Godwin-Jones, Robert

    2014-01-01

    There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…

  7. Games in Language Learning: Opportunities and Challenges

    Science.gov (United States)

    Godwin-Jones, Robert

    2014-01-01

    There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…

  8. Quantum Games in ion traps

    Energy Technology Data Exchange (ETDEWEB)

    Buluta, Iulia Maria [Department of Quantum Engineering and Systems Science, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 (Japan)]. E-mail: noa@lyman.q.t.u-tokyo.ac.jp; Fujiwara, Shingo [Department of Quantum Engineering and Systems Science, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 (Japan)]. E-mail: fujiwara@lyman.q.t.u-tokyo.ac.jp; Hasegawa, Shuichi [Department of Quantum Engineering and Systems Science, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 (Japan)]. E-mail: hasegawa@q.t.u-tokyo.ac.jp

    2006-10-09

    We propose a general, scalable framework for implementing two-choices-multiplayer Quantum Games in ion traps. In particular, we discuss two famous examples: the Quantum Prisoners' Dilemma and the Quantum Minority Game. An analysis of decoherence due to intensity fluctuations in the applied laser fields is also provided.

  9. Gaming: from Addiction Mechanisms to Clinical Practices

    OpenAIRE

    Thorens, Gabriel

    2016-01-01

    Video game addiction is the main theme of this thesis. After a brief definition of addiction, the focus is on the specific addictive properties of Internet and games. Massively multiplayer online role-playing games (MMORPGs) are described, as they tend to be the most addictive type of game, with a specific focus on World of Warcraft (WoW). Issues of diagnostic criteria for Internet addiction and Internet gaming disorder (IGD) are be presented.

  10. Pegembangan Game dengan Menggunakan Teknologi Voice Recognition Berbasis Android

    Directory of Open Access Journals (Sweden)

    Franky Hadinata Marpaung

    2014-06-01

    Full Text Available The purpose of this research is to create a new kind of game by using technology that rarely used in current games. It is developed as an entertainment media and also a social media in which the users can play the games together via multiplayer mode. This research uses Scrum development method since it supports small scaled developer and it supports software increment along the development. Using this game application, the users can play and watch interesting animations by controlling it with their voice, listen the character imitating the users’ voice, play various mini games both in single player or multiplayer mode via Bluetooth connection. The conclusion is that game application of My Name is Dug use voice recognition and inter-devices connection as its main features. It also has various mini games that support both single player and multiplayer.

  11. Possible End to an Endless Quest? Cognitive Bias Modification for Excessive Multiplayer Online Gamers.

    Science.gov (United States)

    Rabinovitz, Sharon; Nagar, Maayan

    2015-10-01

    Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed.

  12. Developing 21st Century Skills through Gameplay: To What Extent Are Young People Who Play the Online Computer Game Minecraft Acquiring and Developing Media Literacy and the Four Cs Skills?

    Science.gov (United States)

    Morgan, Mia Lynn

    2015-01-01

    Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…

  13. Video Games, Identity, and the Constellation of Information

    Science.gov (United States)

    Martin, Crystle

    2012-01-01

    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…

  14. Video Games, Identity, and the Constellation of Information

    Science.gov (United States)

    Martin, Crystle

    2012-01-01

    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…

  15. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of liv...... a variety of venues for further research into how these management techniques can be applied to MMOGs. © 2006 Sage Publications....

  16. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  17. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts, Cody; Sharlin, Ehud; Woytiuk, Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  18. Evolutionary games in the multiverse.

    Science.gov (United States)

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  19. Games of stake: control, agency and ownership in World of Warcraft

    NARCIS (Netherlands)

    Glas, M.A.J.

    2010-01-01

    World of Warcraft has become one of the most significant computer games of recent years. The massively multiplayer online role-playing game (or MMORPG) has introduced millions of players around the world to new forms of community-based play within a constantly evolving virtual environment. The game

  20. Nash Equilibria in Symmetric Games with Partial Observation

    DEFF Research Database (Denmark)

    Bouyer, Patricia; Markey, Nicolas; Vester, Steen

    2014-01-01

    We investigate a model for representing large multiplayer games, which satisfy strong symmetry properties. This model is made of multiple copies of an arena; each player plays in his own arena, and can partially observe what the other players do. Therefore, this game has partial information and s...

  1. Honing Emotional Intelligence with Game-Based Crucible Experiences

    Science.gov (United States)

    Raybourn, Elaine M.

    2011-01-01

    The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…

  2. A Qualitative Analysis of Online Gaming Addicts in Treatment

    Science.gov (United States)

    Beranuy, Marta; Carbonell, Xavier; Griffiths, Mark D.

    2013-01-01

    Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face…

  3. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  4. The motivation of children to play an active video game.

    Science.gov (United States)

    Chin A Paw, Marijke J M; Jacobs, Wietske M; Vaessen, Ellen P G; Titze, Sylvia; van Mechelen, Willem

    2008-04-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6+/-0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901min) as the home group (376min, p=0.13). Dropout was significantly (p=0.02) lower in the multiplayer group (15%) than in the home group (64%). Our findings suggest that multiplayer classes may increase children's motivation to play interactive dance simulation video games.

  5. Cooperation and control in multiplayer social dilemmas.

    Science.gov (United States)

    Hilbe, Christian; Wu, Bin; Traulsen, Arne; Nowak, Martin A

    2014-11-18

    Direct reciprocity and conditional cooperation are important mechanisms to prevent free riding in social dilemmas. However, in large groups, these mechanisms may become ineffective because they require single individuals to have a substantial influence on their peers. However, the recent discovery of zero-determinant strategies in the iterated prisoner's dilemma suggests that we may have underestimated the degree of control that a single player can exert. Here, we develop a theory for zero-determinant strategies for iterated multiplayer social dilemmas, with any number of involved players. We distinguish several particularly interesting subclasses of strategies: fair strategies ensure that the own payoff matches the average payoff of the group; extortionate strategies allow a player to perform above average; and generous strategies let a player perform below average. We use this theory to describe strategies that sustain cooperation, including generalized variants of Tit-for-Tat and Win-Stay Lose-Shift. Moreover, we explore two models that show how individuals can further enhance their strategic options by coordinating their play with others. Our results highlight the importance of individual control and coordination to succeed in large groups.

  6. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  7. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  8. Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.

    Science.gov (United States)

    Oultram, Stuart

    2013-12-01

    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.

  9. Exploring the enjoyment of playing browser games.

    Science.gov (United States)

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  10. Playing a quantum game in a corrupt world

    CERN Document Server

    Johnson, N F

    2000-01-01

    The quantum advantage arising in a simplified multi-player quantum game, is found to be a disadvantage when the game's qubit-source is corrupted by a noisy "demon". Above a critical value of the corruption-rate, or noise-level, the coherent quantum effects impede the players to such an extent that the optimal choice of game changes from quantum to classical.

  11. Me, us and them: evaluation of cooperation and competition in a location-based serious game design

    OpenAIRE

    Beg, Imran; Van Looy, Jan

    2014-01-01

    Introduction Parallel to the growing interest in the deployment of digital games as an instructional tool for educational and social purposes and their theoretical underpinning and viability (Egenfeldt-Nielsen, 2006), the social aspect of gaming itself has also gained interest as in how various forms of human interaction in digital games and game play manifest. For example, Zagal, Nussbaum and Rosas (2002) developed a model for multiplayer game design to support initial steps in the desig...

  12. Monte Carlo tree search in the board game of Scotland Yard

    OpenAIRE

    ILENIČ, NEJC

    2015-01-01

    Because of its success in the computer game of Go, Monte Carlo Tree Search is becoming a progressively popular decision making algorithm in various domains. It has proven its strengths in singleplayer and multiplayer games with perfect information, however domain specific improvements must be introduced in games with imperfect information. In thesis existing approaches to the problem of applying the tree search to the Scotland Yard board game are described and empiricaly tested. It has tu...

  13. Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System

    Science.gov (United States)

    Scholz, Kyle

    2017-01-01

    Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…

  14. "The Source": An Alternate Reality Game to Spark STEM Interest and Learning among Underrepresented Youth

    Science.gov (United States)

    Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick

    2016-01-01

    Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…

  15. Consequences of Play: A Systematic Review of the Effects of Online Gaming

    Science.gov (United States)

    Sublette, Victoria Anne; Mullan, Barbara

    2012-01-01

    Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…

  16. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    Science.gov (United States)

    Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil

    2017-01-01

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  17. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  18. Mobile & social game design monetization methods and mechanics

    CERN Document Server

    Fields, Tim

    2014-01-01

    IntroductionThe Changing TideWhat This Book Is NotWhat Is a Social Game? Are Mobile Games Social? Meet Your CompetitionBBS Games and MUDsMMOsJust Being Multiplayer Doesn't Make You SocialGreat Mobile Games ARE SocialInterview with Words with Friends Creators, The BettnersHistory of Game MonetizationWhat Do We Mean By MonetizationA Brief History of Game MonetizationInterview with Richard Garriott, ""The Three Grand Eras of Gaming""Why Create a Social or Mobile Game?Social and Mobile Games Put a Lot of Power in the Hands of the DevelopersSocial Games Make the Developer ResponsibleSocial Games Gi

  19. Writing Game Center Apps in iOS Bringing Your Players Into the Game

    CERN Document Server

    Nahavandipoor, Vandad

    2011-01-01

    Now that Apple has introduced the GameKit framework to its iOS SDK, you can integrate Game Center features directly into your iPhone and iPad apps. This concise cookbook shows you how it's done, with 18 targeted recipes for adding leaderboards, user authentication, achievements, multiplayer games, and many other features. How do you display players' scores and achievements? How do you create Game Center accounts and add friends? Each recipe in this book includes a simple code solution you can put to work immediately, along with a detailed discussion that offers insight into why and how the r

  20. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  1. The bystander effect in an N-person dictator game

    NARCIS (Netherlands)

    Panchanathan, K.; Frankenhuis, W.E.; Silk, J.B.

    2013-01-01

    Dozens of studies show that bystanders are less likely to help victims as bystander number increases. However, these studies model one particular situation, in which victims need only one helper. Using a multi-player dictator game, we study a different but common situation, in which a recipient's

  2. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  3. Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work

    Science.gov (United States)

    Keating, Paul

    2016-01-01

    Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…

  4. Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work

    Science.gov (United States)

    Keating, Paul

    2016-01-01

    Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…

  5. Quantum Prisoner's Dilemma game on hypergraph networks

    CERN Document Server

    Pawela, Ł

    2012-01-01

    We study the beneficialness of quantum strategies in multi-player evolutionary games. We base our study on the three-player Prisoner's Dilemma (PD) game. In order to model the simultaneous interaction between three agents we use hypergraphs and hypergraph networks. In particular, we study two types of networks: a random network and a SF-like network. The obtained results show that in the case of a three player game on a hypergraph network, quantum strategies not necessarily are Evolutionary Stable Strategies. In some cases, the defection strategy can be as good as a quantum one.

  6. An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-Based Learning

    Science.gov (United States)

    Eseryel, Deniz; Law, Victor; Ifenthaler, Dirk; Ge, Xun; Miller, Raymond

    2014-01-01

    Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between learners'…

  7. An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-Based Learning

    Science.gov (United States)

    Eseryel, Deniz; Law, Victor; Ifenthaler, Dirk; Ge, Xun; Miller, Raymond

    2014-01-01

    Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between…

  8. Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.

    Science.gov (United States)

    Wang, Chong-Wen; Chan, Cecilia L W; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W C; Ho, Rainbow T H

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  9. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Chong-Wen Wang

    2014-01-01

    Full Text Available This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94% reported using video or internet games, with one in six (15.6% identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  10. What did I do Wrong in my MOBA Game?: Mining Patterns Discriminating Deviant Behaviours

    OpenAIRE

    Cavadenti, Olivier; Codocedo, Victor; Boulicaut, Jean-François; Kaytoue, Mehdi

    2016-01-01

    International audience; The success of electronic sports (eSports), where professional gamers participate in competitive leagues and tournaments , brings new challenges for the video game industry. Other than fun, games must be difficult and challenging for eSports professionals but still easy and enjoyable for amateurs. In this article, we consider Multi-player Online Battle Arena games (MOBA) and particularly, " Defense of the Ancients 2 " , commonly known simply as DOTA2. In this context, ...

  11. Psychological motivation in online role-playing games : a study of Spanish 'World of Warcraft' players

    OpenAIRE

    Fuster, Héctor; Oberst, Ursula E.; Griffiths, Mark; Sánchez Carbonell, Xavier; Chamarro Lusar, Andrés; Talarn Caparrós, Antoni

    2012-01-01

    The popularity of playing videogames has increased considera- bly during the last few decades, and has become one of the most popular leisure activities worldwide. Some of the most popular game types are the Massively Multiplayer Online Role-Playing Games (MMORPGs). How- ever, there has also been increased suspicion and social alarm that these games may possess an addictive potential, similar to other behavioural addictions, and that the user may develop maladaptive behaviours with respect to...

  12. Incentive Stackelberg Mean-payoff Games

    OpenAIRE

    Gupta, Anshul; Deepak, M. S. Krishna; Padarthi, Bharath Kumar; Schewe, Sven; Trivedi, Ashutosh

    2015-01-01

    We introduce and study incentive equilibria for multi-player meanpayoff games. Incentive equilibria generalise well-studied solution concepts such as Nash equilibria and leader equilibria (also known as Stackelberg equilibria). Recall that a strategy profile is a Nash equilibrium if no player can improve his payoff by changing his strategy unilaterally. In the setting of incentive and leader equilibria, there is a distinguished player called the leader who can assign strategies to all other p...

  13. Cyclic game dynamics driven by iterated reasoning

    CERN Document Server

    Frey, Seth

    2012-01-01

    Recent theories from complexity science argue that complex dynamics are ubiquitous in social and economic systems. These claims emerge from the analysis of individually simple agents whose collective behavior is surprisingly complicated. However, game theorists have argued that iterated reasoning-our ability to think through what you think I think you think-will prevent complex dynamics and facilitate convergence to classic equilibria. We report stable and efficient periodic behavior in human groups playing the Mod Game, a multi-player game similar to Rock-Paper-Scissors. The game rewards subjects for thinking exactly one step ahead of others in their group. Groups that play this game exhibit cycles that are inconsistent with any fixed-point equilibrium concept. These cycles are driven by a "hopping" behavior that can only be explained by iterated reasoning. If iterated reasoning can be complicit in complex dynamics, then game cycles and chaos may realistically be driving fluctuations in real-world social and...

  14. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  15. Online citizen science games: Opportunities for the biological sciences.

    Science.gov (United States)

    Curtis, Vickie

    2014-12-01

    Recent developments in digital technologies and the rise of the Internet have created new opportunities for citizen science. One of these has been the development of online citizen science games where complex research problems have been re-imagined as online multiplayer computer games. Some of the most successful examples of these can be found within the biological sciences, for example, Foldit, Phylo and EteRNA. These games offer scientists the opportunity to crowdsource research problems, and to engage with those outside the research community. Games also enable those without a background in science to make a valid contribution to research, and may also offer opportunities for informal science learning.

  16. Games for Training: Leveraging Commercial Off the Shelf Multiplayer Gaming Software for Infantry Squad Collective Training

    Science.gov (United States)

    2005-09-01

    OF SOFTWARE TRAINING METHOLOGY ..................39 1. Introduction...CA xvi NTC National Training Center, Ft Irwin, CA OC Observer /Controller OPFOR Opposing Force OPORD Operation Order PC Personal...of the experiment, we deployed to the live fire field site with both the test and control squads to observe qualitative data on the unit’s

  17. The TViews Table Role-Playing Game

    Directory of Open Access Journals (Sweden)

    Dana Van Devender

    2008-08-01

    Full Text Available The TViews Table Role-Playing Game (TTRPG is a digital tabletop role-playing game that runs on the TViews table, bridging the separate worlds of traditional role-playing games with the growing area of massively multiplayer online role-playing games. The TViews table is an interactive tabletop media platform that can track the location of multiple tagged objects in real-time as they are moved around its surface, providing a simultaneous and coincident graphical display. In this paper we present the implementation of the first version of TTRPG, with a content set based on the traditional Dungeons & Dragons rule-set. We also discuss the results of a user study that used TTRPG to explore the possible social context of digital tabletop role-playing games.

  18. Evolutionary potential games on lattices and graphs

    CERN Document Server

    Szabo, Gyorgy

    2015-01-01

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and t...

  19. Evolutionary potential games on lattices

    Energy Technology Data Exchange (ETDEWEB)

    Szabó, György, E-mail: szabo@mfa.kfki.hu; Borsos, István, E-mail: borsos@mfa.kfki.hu

    2016-04-05

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the “equilibrium state” by adding non-potential components representing games of cyclic dominance.

  20. Evolutionary potential games on lattices

    Science.gov (United States)

    Szabó, György; Borsos, István

    2016-04-01

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the "equilibrium state" by adding non-potential components representing games of cyclic dominance.

  1. Detecting Predatory Behaviour in Online Game Chats

    DEFF Research Database (Denmark)

    Gudnadottir, Elin Rut; Jensen, Alaina K.; Cheong, Yun-Gyung

    -predatory category. From the raw in-game chat logs provided by MovieStarPlanet, we first prepared three sub datasets via extensive preprocessing. Then, two machine learning algorithms, naive Bayes and Decision Tree, were employed to model the predatory behaviour using different feature sets. Our evaluation has......This paper describes a machine learning approach to detect sexually predatory behaviour in the massively multiplayer online game for children, MovieStarPlanet. The goal of this work is to take a chat log as an input and outputs its label as either the predatory category or the non...

  2. Subgame-perfect ϵ-equilibria in perfect information games with sigma-discrete discontinuities

    NARCIS (Netherlands)

    Flesch, Janos; Predtetchinski, Arkadi

    2016-01-01

    Multi-player perfect information games are known to admit a subgame-perfect ϵ-equilibrium, for every ϵ>0, under the condition that every player’s payoff function is bounded and continuous on the whole set of plays. In this paper, we address the question on which subsets of plays the condition of pay

  3. Towards a Generic Method of Evaluating Game Levels

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike......This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high...... dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres....

  4. Towards a Generic Method of Evaluating Game Levels

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high...... generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike...... dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres....

  5. Teaching water sustainability and STEM concepts using in-class, online, and real-world multiplayer simulations

    Science.gov (United States)

    Moysey, S. M.; Hannah, A. C.; Miller, S.; Mobley, C.

    2013-12-01

    Serious games are computer games with a primary purpose other than entertainment. Serious games are frequently used for training purposes, and can be used for educational and research purposes, increasing student interest and level of interaction as well as allowing researchers to collect data about emergent player behavior. The Naranpur Express simulation is based on a previously existing multiplayer role-playing game, where each player manages a small farm in rural India. Player goals include subsistence, upward economic mobility, and mitigation of environmental impact. Hydrologic and agricultural models are used to connect each player's small-scale decisions with their more far-reaching, and often difficult to perceive environmental impacts. This approach allows students to learn by discovery, experiencing first-hand the challenges of overuse of groundwater, fertilizers, and pesticides. Integration of new and rapidly developing social media techniques allows players to discuss solutions to their shared challenges, and help define a set of formal or informal rules governing their community. Previous versions of this game were implemented on paper, or in a spreadsheet run on each student's laptop. However, moving this simulation to an interactive online setting will allow us to study aggregate, as well as spatially varying effects of player decisions on economic and environmental outcomes. By coupling both physical and economic models with the real dynamics of player behavior, and considering the social and cultural aspects of agriculture, we can investigate the decision-making processes that control real environmental outcomes. By varying the types of information available to players, we can investigate how access to different kinds of information drives environmental decision-making. This can help identify key misunderstandings, thereby benefiting education and outreach efforts related to environmental justice and sustainability issues. Surveys collected from

  6. Reindeer & Wolves: Exploring Sensory Deprivation in Multiplayer Digital Bodily Play

    DEFF Research Database (Denmark)

    Finnegan, Daniel; Velloso, Eduardo; Mitchell, Robb;

    2014-01-01

    Games designed around digital bodily play involve bodily movement and expression to create engaging gameplay experiences. Most feedback in these games takes the form of visual stimuli. To explore the gameplay mechanics afforded by depriving players from these visual cues, we designed Reindeer & W...... & Wolves, a role-playing game where blindfolded players capture other players relying on their hearing alone. Based on our design and play testing, we devised four strategies for designing games that incorporate sensory deprivation as an element of the core mechanic.......Games designed around digital bodily play involve bodily movement and expression to create engaging gameplay experiences. Most feedback in these games takes the form of visual stimuli. To explore the gameplay mechanics afforded by depriving players from these visual cues, we designed Reindeer...

  7. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  8. Formal Framework to improve the reliability of concurrent and collaborative learning games

    Directory of Open Access Journals (Sweden)

    Mounier

    2014-05-01

    Full Text Available Multi-player learning games are complex software applications resulting from a costly and complex engineering process, and involving multiple stakeholders (domain experts, teachers, game designers, programmers, testers, etc.. Moreover, they are dynamic systems that evolve over time and implement complex interactions between objects and players. Usually, once a learning game is developed, testing activities are conducted by humans who explore the possible executions of the game’s scenario to detect bugs. The complexity and the dynamic nature of multiplayer learning games enforces the complexity of testing activities. Indeed, it is impracticable to explore manually all possible executions due to their huge number. Moreover, the test cannot verify some properties on multi-player and collaborative scenarios, such as paths leading to deadlock between learners or prevent learners to meet all objectives and win the game. This type of properties should be verified at the design stage. We propose a framework enabling a formal modeling of game scenarios and an associated automatic verification of learning game’s scenario at the design stage of the development process.We use Symmetric Petri nets as a modeling language and choose to verify properties by means of model checkers. This paper discusses the possibilities offered by this framework to verify learning game’s properties before the programming stage.

  9. Multimodal game bot detection using user behavioral characteristics.

    Science.gov (United States)

    Kang, Ah Reum; Jeong, Seong Hoon; Mohaisen, Aziz; Kim, Huy Kang

    2016-01-01

    As the online service industry has continued to grow, illegal activities in the online world have drastically increased and become more diverse. Most illegal activities occur continuously because cyber assets, such as game items and cyber money in online games, can be monetized into real currency. The aim of this study is to detect game bots in a massively multiplayer online role playing game (MMORPG). We observed the behavioral characteristics of game bots and found that they execute repetitive tasks associated with gold farming and real money trading. We propose a game bot detection method based on user behavioral characteristics. The method of this paper was applied to real data provided by a major MMORPG company. Detection accuracy rate increased to 96.06 % on the banned account list.

  10. The Effect of Socioscientific Topics on Discourse within an Online Game Designed to Engage Middle School Students in Scientific Argumentation

    Science.gov (United States)

    Craig-Hare, Jana; Ault, Marilyn; Rowland, Amber

    2017-01-01

    The purpose of this study was to investigate the types of argumentation discourse displayed by students when they engaged in chat as part of an online multiplayer game about both socioscientific and scientific topics. Specifically, this study analyzed discourse episodes created by middle school students as they discussed scientific and…

  11. Collaborative virtual gaming worlds in higher education

    Directory of Open Access Journals (Sweden)

    Nicola Whitton

    2008-12-01

    Full Text Available There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs and massively multiplayer online role-playing games (MMORPGs for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context.

  12. Stackelberg Network Pricing Games

    CERN Document Server

    Briest, Patrick; Krysta, Piotr

    2008-01-01

    We study a multi-player one-round game termed Stackelberg Network Pricing Game, in which a leader can set prices for a subset of $m$ priceable edges in a graph. The other edges have a fixed cost. Based on the leader's decision one or more followers optimize a polynomial-time solvable combinatorial minimization problem and choose a minimum cost solution satisfying their requirements based on the fixed costs and the leader's prices. The leader receives as revenue the total amount of prices paid by the followers for priceable edges in their solutions, and the problem is to find revenue maximizing prices. Our model extends several known pricing problems, including single-minded and unit-demand pricing, as well as Stackelberg pricing for certain follower problems like shortest path or minimum spanning tree. Our first main result is a tight analysis of a single-price algorithm for the single follower game, which provides a $(1+\\epsilon) \\log m$-approximation for any $\\epsilon >0$. This can be extended to provide a ...

  13. On the optimization of multitasking process with multiplayer

    Science.gov (United States)

    Zhou, Bin; He, Zhe; Wang, Nianxin; Xi, Zhendong; Li, Yujian; Wang, Bing-Hong

    2015-01-01

    In society, many problems can be understood as multitasking process with multiplayer (MPM). Choosing different strategies or different orders in processing tasks, an individual will spend a different amount of time to complete all the tasks. Therefore, a good strategy or a good order can help an individual work more efficiently. In this paper, we propose a model to study the optimization problems of MPM. The average time spent for all the tasks by an individual is calculated in each strategy, and we find the random choice strategy can make an individual spend less time in completing all tasks. The correlation coefficient between the order of each task processed by an individual and the corresponding time spent for all the tasks by the individual is also calculated. Then the internal statistics law between the order and the corresponding time is found and explains why the random choice strategy is better. Finally, we research the change of the queue length in each task with the time. These results have certain significance on theory and practical application on MPM.

  14. Research on online video games: an analysis of communication processes from the perspective of social and technological innovation

    Directory of Open Access Journals (Sweden)

    Maude BONENFANT

    2010-01-01

    Full Text Available Our study relates specifically massively multiplayer online games (known by the acronym MMOG. Our hypothesis is that this type of game is a medium of socialization, a mediation mechanism for sharing information on a large scale, because its universe of encounters and its network of exchange. More specifically, the present article raises a particular aspect of MMOGs, the appropriation by the players of the communication media and the development of addons.

  15. Detecting Predatory Behaviour in Online Game Chats

    DEFF Research Database (Denmark)

    Gudnadottir, Elin Rut; Jensen, Alaina K.; Cheong, Yun-Gyung;

    This paper describes a machine learning approach to detect sexually predatory behaviour in the massively multiplayer online game for children, MovieStarPlanet. The goal of this work is to take a chat log as an input and outputs its label as either the predatory category or the non-predatory categ......This paper describes a machine learning approach to detect sexually predatory behaviour in the massively multiplayer online game for children, MovieStarPlanet. The goal of this work is to take a chat log as an input and outputs its label as either the predatory category or the non......-predatory category. From the raw in-game chat logs provided by MovieStarPlanet, we first prepared three sub datasets via extensive preprocessing. Then, two machine learning algorithms, naive Bayes and Decision Tree, were employed to model the predatory behaviour using different feature sets. Our evaluation has...... revealed that the proposed approach achieved high accuracies in detecting predatory chats...

  16. Illusion of Control in a Brownian Game

    CERN Document Server

    Satinover, J B

    2007-01-01

    Both single-player Parrondo games (SPPG) and multi-player Parrondo games (MPPG) display the Parrondo Effect (PE) wherein two or more individually fair (or Llosing) games yield a net winning outcome if alternated periodically or randomly. (There is a more formal, less restrictive definition of the PE.) We illustrate that, when subject to an elementary optimization rule, the PG displays degraded rather than enhanced returns. Optimization provides only the illusion of control, when low-entropy strategies (i.e. which use more information) under-perform random strategies (with maximal entropy). This illusion is unfortuntately widespread in many human attempts to manage or predict complex systems. For the PG, the illusion is especially striking in that the optimization rule reverses an already paradoxical-seeming positive gain - the Parrondo effect proper - and turns it negative. While this phenomenon has been previously demonstrated using somewhat artificial conditions in the MPPG (L. Dinios and J.M.R. Parrondo. E...

  17. User cooperation, virality and gaming in a social mobile network

    DEFF Research Database (Denmark)

    Varga, C; Blazovics, L; Charaf, H

    2012-01-01

    Social networks and mobile systems are both rapidly developing areas nowadays. In this chapter, we will introduce Gedda-Headz, a novel social mobile gaming concept that brings these two areas together. Gedda-Headz is a social mobile network that mainly focuses on multiplayer mobile gaming. First ......, as virality is very important in social networks, we will describe the viral elements of Gedda-Headz. We will also introduce the Gedda-Headz spreader, a novel method to spread the word about the network, increasing the virality further....

  18. Game design as marketing: How game mechanics create demand for virtual goods

    Directory of Open Access Journals (Sweden)

    Lehdonvirta, V.

    2010-01-01

    Full Text Available Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs, social networking sites (SNSs and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.

  19. A serious game for off-pump coronary artery bypass surgery procedure training.

    Science.gov (United States)

    Cowan, Brent; Sabri, Hamed; Kapralos, Bill; Moussa, Fuad; Cristancho, Sayra; Dubrowski, Adam

    2011-01-01

    We have begun development of an interactive, multi-player serious game for the purpose of training cardiac surgeons, fellows, and residents the series of steps comprising the Off-Pump Coronary Artery Bypass grafting (OPCAB) surgical procedure. It is hypothesized that by learning the OPCAB procedure in a "first-person-shooter gaming environment", trainees will have a much better understanding of the procedure than by traditional learning modalities. The serious game will allow for simulation parameters related to levels of fidelity to be easily adjusted so that the effect of fidelity on knowledge transfer can be examined.

  20. [Describe relationship among multi-components of Siwu decoction using game theory].

    Science.gov (United States)

    Liu, Ming; Ma, Zengchun; Liang, Qiande; Wang, Yuguang; Tan, Hongling; Xiao, Chengrong; Xiao, Rui; Zhang, Boli; Gao, Yue

    2011-04-01

    Game theory is an important component of complex system theory, specially used in describing bilateral or multiple cooperation and confrontation. Traditional Chinese medicine (TCM) prescription doctrines cover multiple connotation of game theory. Firstly multi-components of Siwu decoction were analyzed by using fuzzy set to get the membership functions. Then the revenue function was contructed and build the Siwu decoction's multi-player game model was built. Lastly the three kinds of different combinations Siwu decoction efficacy were analyzed by using the model to get the best compositions.

  1. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

    Science.gov (United States)

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon

    2016-01-01

    Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. Results The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. Conclusion The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre. PMID:27247595

  2. Network characteristics for server selection in online games

    Science.gov (United States)

    Claypool, Mark

    2008-01-01

    Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.

  3. Generative and Participatory Parametric Frameworks for Multi-Player Design Games

    NARCIS (Netherlands)

    Bier, H.; Ku, Y.

    2013-01-01

    Generative design processes have been the focus of current architectural research and practice largely due to the exploration of the phenomenon of emergence within self-organisation, generative grammars and evolutionary techniques. These techniques have been informing participatory urban design moda

  4. Decoupling erasure coding from massive multiplayer online role-playing games in model checking

    Science.gov (United States)

    Liu, Linhui; Li, Wei

    2009-07-01

    SMPs must work. Given the current status of unstable configurations, systems engineers predictably desire the emulation of RAID. in order to surmount this problem, we verify not only that IPv7 and symmetric encryption can cooperate to overcome this problem, but that the same is true for web browsers.

  5. Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch

    DEFF Research Database (Denmark)

    Christensen, Mads Bock; Fisker, Martin; Topp, Kasper Steen Fischer

    2015-01-01

    in mind. A version using finger touch was also implemented and the controls were changed to work optimally with this interaction method. The two versions were compared to each other in a user study, revealing that players tend to prefer the usage of tangible widgets over finger touch. The study also...

  6. Optimizing the Loads of multi-player online game Servers using Markov Chains

    DEFF Research Database (Denmark)

    Saeed, Aamir; Olsen, Rasmus Løvenstein; Pedersen, Jens Myrup

    2015-01-01

    , players are flocking to one area, resulting in an overloaded server with decreasing Quality of Service(QoS) for the players. A number of approaches were developed to address these issues, by balancing loads between the over-loaded and under-loaded servers. This paper investigates a new dimension...... that is created due to the load balancing of servers. Load balancing among servers is sensitive to correct status information. The Markov based load prediction was introduced in this paper to predict load of under-loaded servers, based on arrival (μ) and departure (λ) rates of players. The prediction based...... algorithm is proposed to minimize the effect of out dated status information. This approach was compared with normal load status information exchange algorithm. The model presented in this paper does not deal directly with optimizing the load balancing of the server but rather tries to present a new insight...

  7. First Responder Weapons of Mass Destruction Training Using Massively Multiplayer On-Line Gaming

    Science.gov (United States)

    2004-06-01

    Washington, DC. 1997. p. 16. 150 Kimery, Anthony. p. 24. 151 _____, “$7.7 Million Expansion for TEEX Training Complex.” Texas Engineering... TEEX Training Complex.” Texas Engineering Extension Service. 26 October 1999. Texas. Database available on line at http://teexweb.tamu.edu

  8. Hypothesis Testing of Edge Organizations: Laboratory Experimentation Using the ELICIT Multiplayer Intelligence Game

    Science.gov (United States)

    2007-06-01

    intended recipients. Hence the sender of a postcard knows only the pseudonym of 7 the receiver, and vice versa. In addition to enriching the...capture the “flattening” effect of e- mail and like, now- ubiquitous communication modes that enable peer-to-peer collaboration across formal organizational...provided by the experiment software and not by the Internet. • Factoids in your inbox can be copied into your MyFactoids list by selecting the factoid and

  9. Experiencing Experiments: A Multiplayer Game for Sharing Ideas--Crusoe Gives Way to Gulliver

    Science.gov (United States)

    Curley, Martin; Formica, Piero

    2012-01-01

    In this latest in a series of articles on the innovative use of experimental business laboratories for high-expectation entrepreneurs, the authors focus on the networking benefits of business lab experiments. Distinguishing between "Robinson Crusoe" types, whose tendency is to operate in isolation, and "Lemuel Gulliver" types, who rely on…

  10. Experiencing Experiments: A Multiplayer Game for Sharing Ideas--Crusoe Gives Way to Gulliver

    Science.gov (United States)

    Curley, Martin; Formica, Piero

    2012-01-01

    In this latest in a series of articles on the innovative use of experimental business laboratories for high-expectation entrepreneurs, the authors focus on the networking benefits of business lab experiments. Distinguishing between "Robinson Crusoe" types, whose tendency is to operate in isolation, and "Lemuel Gulliver" types, who rely on…

  11. Dispatch Control with PEV Charging and Renewables for Multiplayer Game Application

    Energy Technology Data Exchange (ETDEWEB)

    Davis, Nathan; Johnson, Brian; McJunkin, Timothy; Scoffield, Don; White, Sera

    2017-04-01

    This paper presents a demand response model for a hypothetical microgrid that integrates renewable resources and plug-in electric vehicle (PEV) charging systems. It is assumed that the microgrid has black start capability and that external generation is available for purchase while grid connected to satisfy additional demand. The microgrid is developed such that in addition to renewable, non-dispatchable generation from solar, wind and run of the river hydroelectric resources, local dispatchable generation is available in the form of small hydroelectric and moderately sized gas and coal fired facilities. To accurately model demand, the load model is separated into independent residential, commercial, industrial, and PEV charging systems. These are dispatched and committed based on a mixed integer linear program developed to minimize the cost of generation and load shedding while satisfying constraints associated with line limits, conservation of energy, and ramp rates of the generation units. The model extends a research tool to longer time frames intended for policy setting and educational environments and provides a realistic and intuitive understanding of beneficial and challenging aspects of electrification of vehicles combined with integration of green electricity production.

  12. Online citizen science games: Opportunities for the biological sciences

    Directory of Open Access Journals (Sweden)

    Vickie Curtis

    2014-12-01

    Full Text Available Recent developments in digital technologies and the rise of the Internet have created new opportunities for citizen science. One of these has been the development of online citizen science games where complex research problems have been re-imagined as online multiplayer computer games. Some of the most successful examples of these can be found within the biological sciences, for example, Foldit, Phylo and EteRNA. These games offer scientists the opportunity to crowdsource research problems, and to engage with those outside the research community. Games also enable those without a background in science to make a valid contribution to research, and may also offer opportunities for informal science learning.

  13. A Practice-Based Analysis of an Online Strategy Game

    Science.gov (United States)

    Milolidakis, Giannis; Kimble, Chris; Akoumianakis, Demosthenes

    In this paper, we will analyze a massively multiplayer online game in an attempt to identify the elements of practice that enable social interaction and cooperation within the game’s virtual world. Communities of Practice and Activity Theory offer the theoretical lens for identifying and understanding what constitutes practice within the community and how such practice is manifest and transmitted during game play. Our analysis suggests that in contrast to prevalent perceptions of practice as being textually mediated, in virtual settings it is framed as much in social interactions as in processes, artifacts and the tools constituting the ‘linguistic’ domain of the game or the practice the gaming community is about.

  14. Leadership behind the Screen : New Theory about Leadership in Online Role-Playing Games

    OpenAIRE

    Prax, Patrick

    2008-01-01

    Purpose/Aim: The aim of this paper is to study how guild leaders in World of Warcraft (WOW) and leaders of real life organizations compare in terms of tasks, every-day experiences, environment, responsibilities and motivation. This comparison is used to build a new theory describing leadership in Massively Multiplayer Online Role Playing Games (MMORPGs). Material/Method: The paper uses the grounded theory approach to build a new theory. 12 interviews were conducted, six with WOW guild leaders...

  15. Social Media Interactions and Online Games - Building up New Human Relationships in Danube Region

    OpenAIRE

    Predrag K Nikolić

    2015-01-01

    In this paper we are trying to explore possibilities of using online environment, multiplayer gaming culture and social media networks to engage people in the Danube Region around social, multi-cultural and environment initiatives. The Danube Region online community could become a new cultural phenomena, technology mediated, built on human interactions, common interests and cultural heritage which open space for future humancentered social and infrastructural design initiatives...

  16. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students’ Experiences Using a Multiplayer Virtual World

    Science.gov (United States)

    Hedman, Leif; Felländer-Tsai, Li

    2016-01-01

    Background Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Results Four categories characterizing the students’ experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Conclusions Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. PMID:27986645

  17. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students' Experiences Using a Multiplayer Virtual World.

    Science.gov (United States)

    Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li

    2016-12-16

    Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance.

  18. Supermodular games and potential games.

    OpenAIRE

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2003-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and two-person Cournot games.

  19. The “Reality” of Misogyny in Online Gaming Communities : A Qualitative Study on Female Minecraft Players

    OpenAIRE

    Graso, Jana

    2016-01-01

    This study explores the implications of misogyny in the virtual and physical worlds. The 2014 GamerGate scandal shed light on the immense violence to which female gamers and gaming entertainment consumers are so frequently exposed to. Minecraft is the most played mass online multiplayer game in the world with over 100 million copies sold. The open gameplay mode of Minecraft and the non-linearity of the objective of the game has grown into a lush ground for violence, as there are seldom physic...

  20. Conducting real-time multiplayer experiments on the web.

    Science.gov (United States)

    Hawkins, Robert X D

    2015-12-01

    Group behavior experiments require potentially large numbers of participants to interact in real time with perfect information about one another. In this paper, we address the methodological challenge of developing and conducting such experiments on the web, thereby broadening access to online labor markets as well as allowing for participation through mobile devices. In particular, we combine a set of recent web development technologies, including Node.js with the Socket.io module, HTML5 canvas, and jQuery, to provide a secure platform for pedagogical demonstrations and scalable, unsupervised experiment administration. Template code is provided for an example real-time behavioral game theory experiment which automatically pairs participants into dyads and places them into a virtual world. In total, this treatment is intended to allow those with a background in non-web-based programming to modify the template, which handles the technical server-client networking details, for their own experiments.

  1. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  2. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  3. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    Science.gov (United States)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  4. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs......, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located......, with mechanistic/tactical play and character-based/social play being the two overall motivational factors. Copyright 2008 ACM....

  5. Distributed coverage games for mobile visual sensor networks

    CERN Document Server

    Zhu, Minghui

    2010-01-01

    Motivated by current challenges in data-intensive sensor networks, we formulate a coverage optimization problem for mobile visual sensors as a (constrained) repeated multi-player game. Each visual sensor tries to optimize its own coverage while minimizing the processing cost. We present two distributed learning algorithms where each sensor only remembers its own utility values and actions played during the last plays. These algorithms are proven to be convergent in probability to the set of (constrained) Nash equilibria and global optima of certain coverage performance metric, respectively.

  6. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs......, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  7. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

    Science.gov (United States)

    VAN ROOIJ, ANTONIUS J.; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W.; SCHOENMAKERS, M. TIM; VAN DE MHEEN, DIKE

    2014-01-01

    Abstract Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. PMID:25317339

  8. Performing self, performing character: Exploring gender performativity in online role-playing games

    Directory of Open Access Journals (Sweden)

    Heather Osborne

    2012-09-01

    Full Text Available Online narrative (fiction-based role-playing games and massively multiplayer online role-playing games (MMORPGs provide a ludic structure in which role players enact the gender and sexuality of their avatars. To investigate how role players perceive and perform their avatars' gender and sexuality in online games, I invited role players from MMORPGs and narrative RPGs to participate in an online survey. This study examines how the online game environment mediates players' self-expression and their acceptance of minority identities. Qualitative analysis of the data collected suggests that players who demonstrate empathy with and examination of their avatars' genders and sexualities, and who experience a sense of belonging within the game structure, are able to form positive interpersonal relationships that allow them to accept others' expressed identities.

  9. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  10. Playful Gaming.

    Science.gov (United States)

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  11. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  12. Nursing students' attitudes toward video games and related new media technologies.

    Science.gov (United States)

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies.

  13. Problematic video game use: estimated prevalence and associations with mental and physical health.

    Science.gov (United States)

    Mentzoni, Rune Aune; Brunborg, Geir Scott; Molde, Helge; Myrseth, Helga; Skouverøe, Knut Joachim Mår; Hetland, Jørn; Pallesen, Ståle

    2011-10-01

    A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.

  14. Evaluating the Impact of Player Experience in the Design of a Serious Game for Upper Extremity Stroke Rehabilitation.

    Science.gov (United States)

    Cordeiro d'Ornellas, Marcos; Cargnin, Diego João; Cervi Prado, Ana Lúcia

    2015-01-01

    Video games have become a major entertainment industry and one of the most popular leisure forms, ranging from laboratory experiments to a mainstream cultural medium. Indeed, current games are multimodal and multidimensional products, relying on sophisticated features including not only a narrative-driven story but also impressive graphics and detailed settings. All of these elements helped to create a seamless and appealing product that have resulted in a growing number of players and in the number of game genres. Although video games have been used in education, simulation, and training, another application that exploits serious gaming is the exploration of player experience in the context of game research. Recent advances in the natural user interfaces and player experience have brought new perspectives on the in-game assessment of serious games. This paper evaluates the impact of player experience in the design of a serious game for upper extremity stroke rehabilitation. The game combines biofeedback and mirror neurons both in single and multiplayer mode. Results have shown that the game is a feasible solution to integrate serious games into the physical therapy routine.

  15. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific li

  16. Game Theory

    DEFF Research Database (Denmark)

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  17. Game Analytics

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro

    2013-01-01

    Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  18. Game-Based Learning for Green Building Education

    Directory of Open Access Journals (Sweden)

    Yi-Kai Juan

    2015-05-01

    Full Text Available To improve education regarding sustainability and green buildings, we designed a multiplayer (2–4 people green building strategy game called GBGame to deliver knowledge of and introduce applied technologies for green buildings. To verify the game’s learning effect, we conducted separate measurements using the ARCS motivation model and a paper-based exam among 72 students majoring in architecture. These students were divided into an experimental group (who played the game and a control group (who underwent lecture-based instruction. Results indicate that (1 game players had stronger learning motivation than those who attended the lectures; (2 players who learned through the game generally exhibited better learning effectiveness than non-players; (3 following cross-validation, we discovered a highly significant correlation between the learning effect and players’ attention, perception of relevance, confidence, and satisfaction during the game; and (4 the game system was found to be attractive to the students, implying that it can be an effective instructional and recreational material to use during green building education.

  19. Online Gaming

    Directory of Open Access Journals (Sweden)

    Kevin Curran

    2005-01-01

    Full Text Available Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.

  20. 3D Game Content Distributed Adaptation in Heterogeneous Environments

    Directory of Open Access Journals (Sweden)

    Berretty Robert-Paul

    2007-01-01

    Full Text Available Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone, requiring specifically designed content and communication over a predefined network. Below we show how, by using signal processing techniques such as multiresolution representation and scalable coding for all the components of a 3D graphics object (geometry, texture, and animation, we enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them. We present quantitative results demonstrating how the best displayed quality versus computational complexity versus bandwidth tradeoffs have been achieved, given the distributed resources available over the end-to-end content delivery chain. Additionally, we use state-of-the-art, standardised content representation and compression formats (MPEG-4 AFX, JPEG 2000, XML, enabling deployment over existing infrastructure, while keeping hooks to well-established practices in the game industry.

  1. 3D Game Content Distributed Adaptation in Heterogeneous Environments

    Science.gov (United States)

    Morán, Francisco; Preda, Marius; Lafruit, Gauthier; Villegas, Paulo; Berretty, Robert-Paul

    2007-12-01

    Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone), requiring specifically designed content and communication over a predefined network. Below we show how, by using signal processing techniques such as multiresolution representation and scalable coding for all the components of a 3D graphics object (geometry, texture, and animation), we enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them. We present quantitative results demonstrating how the best displayed quality versus computational complexity versus bandwidth tradeoffs have been achieved, given the distributed resources available over the end-to-end content delivery chain. Additionally, we use state-of-the-art, standardised content representation and compression formats (MPEG-4 AFX, JPEG 2000, XML), enabling deployment over existing infrastructure, while keeping hooks to well-established practices in the game industry.

  2. User cooperation, virality and gaming in a social mobile network

    DEFF Research Database (Denmark)

    Varga, C; Blazovics, L; Charaf, H

    2012-01-01

    Social networks and mobile systems are both rapidly developing areas nowadays. In this chapter, we will introduce Gedda-Headz, a novel social mobile gaming concept that brings these two areas together. Gedda-Headz is a social mobile network that mainly focuses on multiplayer mobile gaming. First we......, as virality is very important in social networks, we will describe the viral elements of Gedda-Headz. We will also introduce the Gedda-Headz spreader, a novel method to spread the word about the network, increasing the virality further....... will thoroughly discuss how users may cooperate with each other in Gedda-Headz, as cooperation is very important in a mobile environment. Among other benefits, it may help users to use services that would otherwise be unreachable for them, or greatly decrease the energy cost of certain activities. Finally...

  3. Engaging Systems Understanding through Games (Invited)

    Science.gov (United States)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  4. A Study of Prisoner’s Dilemma Game Model with Incomplete Information

    Directory of Open Access Journals (Sweden)

    Xiuqin Deng

    2015-01-01

    Full Text Available Prisoners’ dilemma is a typical game theory issue. In our study, it is regarded as an incomplete information game with unpublicized game strategies. We solve our problem by establishing a machine learning model using Bayes formula. The model established is referred to as the Bayes model. Based on the Bayesian model, we can make the prediction of players’ choices to better complete the unknown information in the game. And we suggest the hash table to make improvement in space and time complexity. We build a game system with several types of game strategy for testing. In double- or multiplayer games, the Bayes model is more superior to other strategy models; the total income using Bayes model is higher than that of other models. Moreover, from the result of the games on the natural model with Bayes model, as well as the natural model with TFT model, it is found that Bayes model accrued more benefits than TFT model on average. This demonstrates that the Bayes model introduced in this study is feasible and effective. Therefore, it provides a novel method of solving incomplete information game problem.

  5. A Framework for Adaptive Game Presenters with Emotions and Social Comments

    Directory of Open Access Journals (Sweden)

    Effie Karouzaki

    2012-01-01

    Full Text Available More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players, and stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are based on game actions and players' social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the presented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus be more expressive than the majority of the commentary systems today. We prove our concept by developing a presenter character for multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that game sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy personalized social-oriented comments expressed via multimedia and emotions.

  6. Illusion of control in a Brownian game

    Science.gov (United States)

    Satinover, J. B.; Sornette, D.

    2007-12-01

    Both single-player Parrondo games (SPPG) and multi-player Parrondo games (MPPG) display the Parrondo effect (PE) wherein two or more individually fair (or losing) games yield a net winning outcome if alternated periodically or randomly. (There is a more formal, less restrictive definition of the PE.) We illustrate that, when subject to an elementary optimization rule, the PG displays degraded rather than enhanced returns. Optimization provides only the illusion of control, when low-entropy strategies (i.e., which use more information) under-perform random strategies (with maximal entropy). This illusion is unfortunately widespread in many human attempts to manage or predict complex systems. For the PG, the illusion is especially striking in that the optimization rule reverses an already paradoxical-seeming positive gain-the Parrondo effect proper-and turns it negative. While this phenomenon has been previously demonstrated using somewhat artificial conditions in the MPPG [L. Dinis, J.M.R. Parrondo, Europhys. Lett. 63 (2003) 319; J.M.R. Parrondo, L. Dinis, J. Buceta, K. Lindenberg, Advances in Condensed Matter and Statistical Mechanics, E. Korutcheva, R. Cuerno (Eds.), Nova Science Publishers, New York, 2003], we demonstrate it in the natural setting of a history-dependent SPPG.

  7. What Do Deep Statistical Analysis on Gaming Motivation and Game Characteristics Clusters Reveal about Targeting Demographics when Designing Gamified Contents?

    Directory of Open Access Journals (Sweden)

    Alireza Tavakkoli

    2015-06-01

    Full Text Available This paper presents the comprehensive results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG as a gameplay rich with social interaction as well as intellectual and aesthetic features. We present the full results of the study in the form of inferential statistics and a review of our descriptive statistics previously reported in [46]. Separate one-way independent-measures multivariate analysis of variance (MANOVA's were used to analyze the data from several instruments to determine if there were statistically significant differences first by gender, then by age group, and then by degree. Moreover, a one-way repeated-measures analysis of variance (ANOVA was used to determine if there was a statistically significant difference between the clusters in the 5 gaming clusters on the Game Characteristic Survey. Follow-up paired samples t-tests were used to see if there was a statistically significant difference between each of the 10 possible combinations of paired clusters. Our results support the hypotheses and outline the features that may need to be taken into account in support of tailoring gamified educational content targeting a certain demographic. Sections 1, 2, and 3 below from our pervious study [46] are included because this is the second part of the two-part study. [46] Tavakkoli, A., Loffredo, D., Ward, M., Sr. (2014. "Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education", Journal of Systemics, Cybernetics, and Informatics, 12(4, 66-78.

  8. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  9. "Martian Boneyards": Sustained Scientific Inquiry in a Social Digital Game

    Science.gov (United States)

    Asbell-Clarke, Jordis

    Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players' time was spent in scientific inquiry activities and about 30% of the players' in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players' activity, and players' progress.

  10. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  11. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    game. This development is analogous to that of games of strategy, in which each player is assigned a set of possible ... based system, communication protocols, performance ..... driven and a shorter coding-debugging life cycle. The methods ...

  12. High-Level Development of Multiserver Online Games

    Directory of Open Access Journals (Sweden)

    Frank Glinka

    2008-01-01

    Full Text Available Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.

  13. Medical student attitudes toward video games and related new media technologies in medical education.

    Science.gov (United States)

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  14. Medical student attitudes toward video games and related new media technologies in medical education

    Directory of Open Access Journals (Sweden)

    Kron Frederick W

    2010-06-01

    Full Text Available Abstract Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1 demographic characteristics; 2 differences between the two universities; 3 how video game play differs across gender, age, degree program and familiarity with computers; and 4 characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%. Respondents liked the idea of using technology to enhance healthcare education (98%, felt that education should make better use of new media technologies (96%, and believed that video games can have educational value (80%. A majority (77% would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%, and if they helped to develop skill in patient interactions (90%. However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly

  15. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  16. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  17. Using an Agent-Based Modeling Simulation and Game to Teach Socio-Scientific Topics

    Directory of Open Access Journals (Sweden)

    Lori L. Scarlatos

    2014-02-01

    Full Text Available In our modern world, where science, technology and society are tightly interwoven, it is essential that all students be able to evaluate scientific evidence and make informed decisions. Energy Choices, an agent-based simulation with a multiplayer game interface, was developed as a learning tool that models the interdependencies between the energy choices that are made, growth in local economies, and climate change on a global scale. This paper presents the results of pilot testing Energy Choices in two different settings, using two different modes of delivery.

  18. Social Media Interactions and Online Games - Building up New Human Relationships in Danube Region

    Directory of Open Access Journals (Sweden)

    Predrag K Nikolić

    2015-08-01

    Full Text Available In this paper we are trying to explore possibilities of using online environment, multiplayer gaming culture and social media networks to engage people in the Danube Region around social, multi-cultural and environment initiatives. The Danube Region online community could become a new cultural phenomena, technology mediated, built on human interactions, common interests and cultural heritage which open space for future humancentered social and infrastructural design initiatives. We believe that such social media environment could also be a research playground where people form Danube Region may express their needs and desires as well as to leave the trace of their behavior, significant for further Danube Region development.

  19. The effect of power asymmetries on cooperation and punishment in a prisoner's dilemma game.

    Science.gov (United States)

    Bone, Jonathan E; Wallace, Brian; Bshary, Redouan; Raihani, Nichola J

    2015-01-01

    Recent work has suggested that punishment is detrimental because punishment provokes retaliation, not cooperation, resulting in lower overall payoffs. These findings may stem from the unrealistic assumption that all players are equal: in reality individuals are expected to vary in the power with which they can punish defectors. Here, we allowed strong players to interact with weak players in an iterated prisoner's dilemma game with punishment. Defecting players were most likely to switch to cooperation if the partner cooperated: adding punishment yielded no additional benefit and, under some circumstances, increased the chance that the partner would both defect and retaliate against the punisher. Our findings show that, in a two-player game, cooperation begets cooperation and that punishment does not seem to yield any additional benefits. Further work should explore whether strong punishers might prevail in multi-player games.

  20. The effect of power asymmetries on cooperation and punishment in a prisoner's dilemma game.

    Directory of Open Access Journals (Sweden)

    Jonathan E Bone

    Full Text Available Recent work has suggested that punishment is detrimental because punishment provokes retaliation, not cooperation, resulting in lower overall payoffs. These findings may stem from the unrealistic assumption that all players are equal: in reality individuals are expected to vary in the power with which they can punish defectors. Here, we allowed strong players to interact with weak players in an iterated prisoner's dilemma game with punishment. Defecting players were most likely to switch to cooperation if the partner cooperated: adding punishment yielded no additional benefit and, under some circumstances, increased the chance that the partner would both defect and retaliate against the punisher. Our findings show that, in a two-player game, cooperation begets cooperation and that punishment does not seem to yield any additional benefits. Further work should explore whether strong punishers might prevail in multi-player games.

  1. A Game of One’s Own: Towards a New Gendered Poetics of Digital Space

    Directory of Open Access Journals (Sweden)

    Jacquelyn Ford Morie

    2008-01-01

    Full Text Available The techno-fetishism of computer game culture has lead to a predominately male sensibility towards the construction of space in digital entertainment. Real-time strategy games conceive of space as a domain to be conquered; first-person shooters create labyrinthine battlefields in which space becomes a context for combat. Massively multiplayer games offer the opportunity for non-linear exploration, but emphasize linear achievement within a combat-based narrative. In this paper, we argue for a new gendered, regendered and perhaps degendered poetics of game space, rethinking ways in which space is conceptualized and represented as a domain for play. We argue for a more egalitarian virtual playground that acknowledges and embraces a wider range of spatial and cognitive models, referencing literature, philosophy, fine art and non-digital games for inspiration. Reflecting on a variety of sources, beginning with Virginia Woolf’s A Room of One’s Own and Bachelard’s Poetics of Space, feminist writings of Charlotte Gilman Perkins, Simone de Beauvoir, Hélène Cixous, Judith Butler, Janet Murray, and including contemporary game writers such as Lizbeth Klastrup, Mary Flanagan, Maia Engeli, and T.L. Taylor, we will argue for a new gendered poetics of game space, proposing an inclusionary approach that integrates feminine conceptions of space into the gaming landscape.

  2. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website.

  3. Balancing game universes for playing without sight or hearing.

    Science.gov (United States)

    Westin, Thomas; Furöstam, Malin; Yasasindhu, Roy; Norberg, Lena; Wiklund, Mats; Mozelius, Peter

    2015-01-01

    Equal access to cultural activities is important for inclusion and computer gaming is one of the most common activities in digital culture. However, many people with impairments are excluded from participating. While parallel game universes (PGUs) provide a method to achieve equal access, the question is: how can a balanced collaborative real-time game be designed with the help of PGU for playing without sight or hearing? Balance is a central concept in game design and is important to avoid perceived cheating or disadvantages due to individual or environmental differences. The question was examined with a design science approach, where a game prototype was created in two iterations with a structured design method and evaluated using interviews and observations. In this first step of a more long-term study, ten experienced gamers without impairments were selected with purposive sampling to provide relevant data through simulation of temporary impairments or environmental issues, which can affect many or all gamers. By sorting out these issues first, later testing with actual blind and deaf gamers can focus on more specific issues for each group. The ten participants played either without sight or hearing. The results confirm the use of PGUs for creating a balanced experience but also finds that while multiplayer feel is not optimal, it is a reasonable trade-off for universal access for blind and deaf being able to play together. The results also show that a help system and equal understanding of the game play between the blind and deaf players are important aspects to achieve game balance. Further research should be done involving actual blind and deaf gamers, and similar evaluations of game balance should be conducted with users having other types of impairments.

  4. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put f...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states.......Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...

  5. Convex games, clan games, and their marginal games

    OpenAIRE

    Branzei , Rodica; Dimitrov, Dinko; Tijs, Stef

    2005-01-01

    We provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. As it turns out, a cooperative game is convex if and only if all its marginal games are superadditive, and a monotonic game satisfying the veto player property with respect to the members of a coalition C is a total clan game (with clan C) if and only if all its C-based marginal games are subadditive.

  6. Trajectories of abstinence-induced Internet gaming withdrawal symptoms: A prospective pilot study

    Directory of Open Access Journals (Sweden)

    Dean Kaptsis

    2016-12-01

    Full Text Available Internet Gaming Disorder (IGD is positioned in the appendix of the DSM-5 as a condition requiring further study. The IGD criteria refer to withdrawal symptoms, including irritability, anxiety, or sadness, that follow cessation of Internet gaming (APA, 2013. The aim of this study was to prospectively examine the nature of Internet gaming withdrawal symptoms, if they occur, under gaming abstinence conditions. This study employed a repeated-measures protocol to examine the cognitive-affective reactions of participants undertaking an 84-h Internet gaming abstinence period. The sample included individuals who met the IGD criteria as well as those who regularly played Internet games but did not meet the IGD criteria. Outcome variables included affect (positive and negative, psychological distress (depression, anxiety, stress, and Internet gaming withdrawal symptoms (craving/urge, thoughts about gaming, inability to resist gaming. A total of 24 participants (Mage = 24.6 years, SD = 5.8 were recruited from online gaming communities, and completed a series of online surveys before, during, and after abstaining from Massively Multiplayer Online (MMO games. Both the IGD group and the non-IGD group experienced an abstinence-induced decline in withdrawal symptomatology, negative affect, and psychological distress. The IGD group experienced its largest decline in withdrawal symptomatology within the first 24 h of abstinence. These preliminary data suggest that gaming withdrawal symptoms may follow, at least initially, negative linear and quadratic trends. Further prospective work in larger samples involving longer periods of abstinence is required to verify and expand upon these observations.

  7. Game Spaces

    DEFF Research Database (Denmark)

    2015-01-01

    When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness......” in his classic work “Homo Ludens” (Huizinga 1938, translated into English 1971). This has since been developed into the concept of the “magic circle” by Salen and Zimmerman (2003), as an understanding of playing games as a kind of alternate reality. When a person cross the magic circle of a game, he...

  8. The Complexity of Approximating a Trembling Hand Perfect Equilibrium of a Multi-player Game in Strategic Form

    DEFF Research Database (Denmark)

    Etessami, Kousha; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro;

    2014-01-01

    Mining user behavior patterns in social networks is of great importance in user behavior analysis, targeted marketing, churn prediction and other applications. However, less effort has been made to study the evolution of user behavior in social communities. In particular, users join and leave...... of community transition of individual users, adaptive to the noisy behavior. Experiments on real data sets demonstrate the efficiency and effectiveness of our proposed method....

  9. Integrating Distributed Interactive Simulations With the Project Darkstar Open-Source Massively Multiplayer Online Game (MMOG) Middleware

    Science.gov (United States)

    2009-09-01

    be complete MMOG solutions such as Multiverse are not within the scope of this thesis, though it is recommended that readers compare this type of...software to the middleware described here ( Multiverse , 2009). 1. University of Munster: Real-Time Framework The Real-Time Framework (RTF) project is...10, 2009, from http://wiki.secondlife.com/wiki/MMOX Multiverse . (2009). Multiverse platform architecture. Retrieved September 9, 2009, from http

  10. Economic game theory for mutualism and cooperation.

    Science.gov (United States)

    Archetti, Marco; Scheuring, István; Hoffman, Moshe; Frederickson, Megan E; Pierce, Naomi E; Yu, Douglas W

    2011-12-01

    We review recent work at the interface of economic game theory and evolutionary biology that provides new insights into the evolution of partner choice, host sanctions, partner fidelity feedback and public goods. (1) The theory of games with asymmetrical information shows that the right incentives allow hosts to screen-out parasites and screen-in mutualists, explaining successful partner choice in the absence of signalling. Applications range from ant-plants to microbiomes. (2) Contract theory distinguishes two longstanding but weakly differentiated explanations of host response to defectors: host sanctions and partner fidelity feedback. Host traits that selectively punish misbehaving symbionts are parsimoniously interpreted as pre-adaptations. Yucca-moth and legume-rhizobia mutualisms are argued to be examples of partner fidelity feedback. (3) The theory of public goods shows that cooperation in multi-player interactions can evolve in the absence of assortment, in one-shot social dilemmas among non-kin. Applications include alarm calls in vertebrates and exoenzymes in microbes.

  11. HTML5 games creating fun with HTML5, CSS3, and WebGL

    CERN Document Server

    Seidelin, Jacob

    2011-01-01

    Discover new opportunities for building 2D and 3D games with HTML5 The newest iteration of HTML, HTML5 can be used with JavaScript, CSS3, and WebGL to create beautiful, unique, engaging games that can be played on the web or mobile devices like the iPad or Android phones. Gone are the days where games were only possible with plugin technologies such as Flash and this cutting-edge book shows you how to utilize the latest open web technologies to create a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets. You'll discover how to build a framework on which you will create your HTML5 game. Then each successive chapter covers a new aspect of the game, including user input, sound, multiplayer functionality, 2D and 3D graphics, and more. Aims directly at a new way to develop games for the web through the use of HTML5 Demonstrates how to make iOS and Android web apps Explains how to capture player input; create 3D graphics; and incorporate textures, lighting, and sound Guides you through the proce...

  12. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  13. Neurobiological correlates of internet gaming disorder: Similarities to pathological gambling.

    Science.gov (United States)

    Fauth-Bühler, M; Mann, K

    2017-01-01

    The number of massively multiplayer online games (MMOs) is on the rise worldwide along with the fascination that they inspire. Problems occur when the use of MMOs becomes excessive at the expense of other life domains. Although not yet formally included as disorder in common diagnostic systems, internet gaming disorder (IGD) is considered a "condition for further study" in section III of the DSM-5. The current review aims to provide an overview of cognitive and neurobiological data currently available on IGD, with a particular focus on impulsivity, compulsivity, and sensitivity to reward and punishment. Additionally, we also compare these findings on IGD with data from studies on pathological gambling (PG)-so far the only condition officially classified as a behavioral addiction in the DSM-5. Multiple similarities have been observed in the neurobiology of IGD and PG, as measured by alterations in brain function and behavior. Both patients with IGD and those with PG exhibited decreased loss sensitivity; enhanced reactivity to gaming and gambling cues, respectively; enhanced impulsive choice behavior; aberrant reward-based learning; and no changes in cognitive flexibility. In conclusion, the evidence base on the neurobiology of gaming and gambling disorders is beginning to illuminate the similarities between the two. However, as only a few studies have addressed the neurobiological basis of IGD, and some of these studies suffer from significant limitations, more research is required before IGD's inclusion as a second behavioral addiction in the next versions of the ICD and DSM can be justified.

  14. Online Games for the Next Generation of Workers

    Directory of Open Access Journals (Sweden)

    Sofia Mysirlaki

    2010-11-01

    Full Text Available The “Next Generation”, “Net Generation”, “digital natives”, “millennials” or the “Google generation”, are some of the names used to describe the new generation entering to the workforce, growing up in a networked world and having a different set of needs and expectations as to learning and training. Thus, there is a need to find new e-learning environments that would ensure the learners’ greater motivation and engagement to e-learning courses, in order to avoid high rates of drop-out. The current research in e-learning is focusing its attention in using innovative environments, such as MMOGs (Massive Multiplayer Online Games and virtual worlds as training tools. This paper dignifies the need for creating collaborative educational online games, by presenting the findings of a research which revealed that the strong sense of community that the players build in the game, in a popular commercial called World of Warcraft (WoW, was linked with high intrinsic motivation and performance scores. Thus, the ability to collaborate and form communities in a game could trigger cognitive, affective and social aspects of the player’s behavior. This paper also presents an expanded framework for creating intrinsic motivation in MMOGs, proposed by Malone and Lepper, adding the element of sense of community as a support of intrinsic motivation.

  15. On the coexistence of cooperators,defectors and conditional cooperators in the multiplayer iterated Prisoner's Dilemma.

    Science.gov (United States)

    Grujić, Jelena; Cuesta, José A; Sánchez, Angel

    2012-05-07

    Recent experimental evidence [Grujić Fosco, Araujo, Cuesta, Sánchez, 2010. Social experiments in the mesoscale: humans playing a spatial Prisoner's dilemma. PLoS ONE 5, e13749] on the spatial Prisoner's Dilemma suggests that players choosing to cooperate or not on the basis of their previous action and the actions of their neighbors coexist with steady defectors and cooperators. We here study the coexistence of these three strategies in the multiplayer iterated Prisoner's Dilemma by means of the replicator dynamics. We consider groups with n=2, 3, 4 and 5 players and compute the payoffs to every type of player as the limit of a Markov chain where the transition probabilities between actions are found from the corresponding strategies. We show that for group sizes up to n=4 there exists an interior point in which the three strategies coexist, the corresponding basin of attraction decreasing with increasing number of players, whereas we have not been able to locate such a point for n=5. We analytically show that in the limit n --> ∞ no interior points can arise. We conclude by discussing the implications of this theoretical approach on the behavior observed in experiments.

  16. Distributed Games

    OpenAIRE

    Dov Monderer; Moshe Tennenholtz

    1997-01-01

    The Internet exhibits forms of interactions which are not captured by existing models in economics, artificial intelligence and game theory. New models are needed to deal with these multi-agent interactions. In this paper we present a new model--distributed games. In such a model each players controls a number of agents which participate in asynchronous parallel multi-agent interactions (games). The agents jointly and strategically control the level of information monitoring by broadcasting m...

  17. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  18. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  19. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    . Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design......In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand...

  20. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  1. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  2. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  3. Game Spaces

    DEFF Research Database (Denmark)

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... or she suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply. This makes sense, but also demands that play and non-play can be easily separated. Even so, the concept of the magic circle has never been analysed with respect to the spatial configuration...

  4. MMORPG escapism predicts decreased well-being: examination of gaming time, game realism beliefs, and online social support for offline problems.

    Science.gov (United States)

    Kaczmarek, Lukasz D; Drążkowski, Dariusz

    2014-05-01

    Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In the current study, we examined this topic by testing an integrative model of MMORPG escapism, which includes game realism beliefs, gaming time, offline social support, and online social support for offline problems. MMORPG players (N=1,056) completed measures of escapist motivation, game realism beliefs, social support, well-being, and reported gaming time. The tested structural equation model had a good fit to the data. We found that individuals with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, which, in turn, increased online support but decreased offline social support. Well-being was favorably affected by both online and offline social support, although offline social support had a stronger effect. The higher availability of online social support for offline problems did not compensate for the lower availability of offline support among MMORPG escapists. Understanding the psychological factors related to depletion of social resources in MMORPG players can help optimize MMORPGs as leisure activities.

  5. "We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.

    Science.gov (United States)

    Nije Bijvank, Marije; Konijn, Elly A; Bushman, Brad J

    2012-02-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression. Copyright © 2011 The Foundation for Professionals in Services for Adolescents. All rights reserved.

  6. A Visual Analytics Approach for Understanding Reasons behind Snowballing and Comeback in MOBA Games.

    Science.gov (United States)

    Li, Quan; Xu, Peng; Chan, Yeuk Yin; Wang, Yun; Wang, Zhipeng; Qu, Huamin; Ma, Xiaojuan

    2017-01-01

    To design a successful Multiplayer Online Battle Arena (MOBA) game, the ratio of snowballing and comeback occurrences to all matches played must be maintained at a certain level to ensure its fairness and engagement. Although it is easy to identify these two types of occurrences, game developers often find it difficult to determine their causes and triggers with so many game design choices and game parameters involved. In addition, the huge amounts of MOBA game data are often heterogeneous, multi-dimensional and highly dynamic in terms of space and time, which poses special challenges for analysts. In this paper, we present a visual analytics system to help game designers find key events and game parameters resulting in snowballing or comeback occurrences in MOBA game data. We follow a user-centered design process developing the system with game analysts and testing with real data of a trial version MOBA game from NetEase Inc. We apply novel visualization techniques in conjunction with well-established ones to depict the evolution of players' positions, status and the occurrences of events. Our system can reveal players' strategies and performance throughout a single match and suggest patterns, e.g., specific player' actions and game events, that have led to the final occurrences. We further demonstrate a workflow of leveraging human analyzed patterns to improve the scalability and generality of match data analysis. Finally, we validate the usability of our system by proving the identified patterns are representative in snowballing or comeback matches in a one-month-long MOBA tournament dataset.

  7. Imitation Games

    CERN Document Server

    Kaneko, K; Kaneko, Kunihiko; Suzuki, Junji

    1993-01-01

    Mutual imitation games among artificial birds are studied. By employing a variety of mappings and game rules, the evolution to the edge between chaos and windows is universally confirmed. Some other general features are observed, including punctuated equilibria, and successive alternations of dominant species with temporal complexity. Diversity of species aided by the symbolization of artificial birds' song are also shown.

  8. A Novel Multiplayer Screen-Based Simulation Experience for African Learners Improved Confidence in Management of Postpartum Hemorrhage

    Directory of Open Access Journals (Sweden)

    Jeffrey M. Taekman

    2017-09-01

    Full Text Available IntroductionPostpartum hemorrhage (PPH remains a global challenge, affecting thirteen million women each year. In addition, PPH is a leading cause of maternal mortality in Asia and Africa. In the U.S.A., care of critically ill patients is often practiced using mannequin-based simulation. Mannequin-based simulation presents challenges in global health, particularly in low- or middle-income countries. We developed a novel multiplayer screen-based simulation in a virtual world enabling the practice of team coordination with PPH. We used this simulation with learners in Mulago, Uganda. We hypothesized that a multiplayer screen-based simulation experience would increase learner confidence in their ability to manage PPH.MethodsThe study design was a simple pre- and a post-intervention survey. Forty-eight interprofessional subjects participated in one of nine 1-h simulation sessions using the PPH software. A fifteen-question self-assessment administered before and after the intervention was designed to probe the areas of learning as defined by Bloom and Krathwohl: affective, cognitive, and psychomotor.ResultsCombined confidence scores increased significantly overall following the simulation experience and individually in each of the three categories of Bloom’s Taxonomy: affective, cognitive, and psychomotor.ConclusionWe provide preliminary evidence that multiplayer screen-based simulation represents a scalable, distributable form of learning that may be used effectively in global health education and training. Interestingly, despite our intervention being screen-based, our subjects showed improved confidence in their ability to perform psychomotor tasks. Although there is precedent for mental rehearsal improving performance, further research is needed to understand this finding.

  9. Analysis of player's in-game performance vs rating: Case study of Heroes of Newerth

    CERN Document Server

    Caplar, Neven; Matijasevic, Maja

    2013-01-01

    We evaluate the rating system of "Heroes of Newerth" (HoN), a multiplayer online action role-playing game, by using statistical analysis and comparison of a player's in-game performance metrics and the player rating assigned by the rating system. The datasets for the analysis have been extracted from the web sites that record the players' ratings and a number of empirical metrics. Results suggest that the HoN's Matchmaking rating algorithm, while generally capturing the skill level of the player well, also has weaknesses, which have been exploited by players to achieve a higher placement on the ranking ladder than deserved by actual skill. In addition, we also illustrate the effects of the choice of the business model (from pay-to-play to free-to-play) on player population.

  10. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    Science.gov (United States)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  11. Playing at being mobile: Gaming and cute culture in South Korea

    Directory of Open Access Journals (Sweden)

    Larissa Hjorth

    2006-01-01

    Full Text Available This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea and Tokyo (Japan - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband with the successful implementation of TV mobile phones (TU mobile in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones. Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars, consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute' Kart Rider in order to think about changing modes of game play and attendant social spaces.

  12. The Assignment Game : The Reduced Game

    OpenAIRE

    Owen, Guillermo

    1992-01-01

    Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...

  13. The Assignment Game : The Reduced Game

    OpenAIRE

    Owen, Guillermo

    1992-01-01

    Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...

  14. Zero-Determinant Strategies in Iterated Public Goods Game.

    Science.gov (United States)

    Pan, Liming; Hao, Dong; Rong, Zhihai; Zhou, Tao

    2015-08-21

    Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner's Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents' payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-player game where in each round each player will choose whether or not to put his tokens into a public pot, and the tokens in this pot are multiplied by a factor larger than one and then evenly divided among all players. The analytical and numerical results exhibit a similar yet different scenario to the case of two-player games: (i) with small number of players or a small multiplication factor, a player is able to unilaterally pin the expected total payoff of all other players; (ii) a player is able to set the ratio between his payoff and the total payoff of all other players, but this ratio is limited by an upper bound if the multiplication factor exceeds a threshold that depends on the number of players.

  15. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  16. Donor Tag Game

    Science.gov (United States)

    ... Donor Community > Games > Donor Tag Game Donor Tag Game This feature requires version 6 or later of ... of Needles LGBTQ+ Donors Blood Donor Community SleevesUp Games Facebook Avatars and Badges Banners eCards Make a ...

  17. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. D...

  18. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

    @@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.

  19. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  20. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  1. Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language

    Directory of Open Access Journals (Sweden)

    Hayo Reinders

    2011-04-01

    Full Text Available In recent years there has been a lot of interest in the potential role of digital games in language education. Playing digital games is said to be motivating to students and to benefit the development of social skills, such as collaboration, and metacognitive skills such as planning and organisation. An important potential benefit is also that digital games encourage the use of the target language in a non-threatening environment. Willingness to communicate has been shown to affect second language acquisition in a number of ways and it is therefore important to investigate if there is a connection between playing games and learners’ interaction in the target language. In this article we report on the results of a pilot study that investigated the effects of playing an online multiplayer game on the quantity and quality of second language interaction in the game and on participants’ willingness to communicate in the target language. We will show that digital games can indeed affect second language interaction patterns and contribute to second language acquisition, but that this depends, like in all other teaching and learning environments, on careful pedagogic planning of the activity.

  2. Gamers on Games and Gaming: Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  3. Gamers on Games and Gaming: Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  4. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  5. Cropland Capture: A Game to Improve Global Cropland through Crowdsourcing

    Science.gov (United States)

    Fritz, Steffen; Sturn, Tobias; See, Linda; Perger, Christoph; Schill, Christian; McCallum, Ian; Schepaschenko, Dmitry; Karner, Mathias; Dueruer, Martina; Kraxner, Florian; Obersteiner, Michael

    2014-05-01

    Accurate and reliable global cropland extent maps are essential for estimating and forecasting crop yield, in particular losses due to drought and production anomalies. Major questions surrounding energy futures and environmental change (EU and US biofuel target setting, determination of greenhouse gas emissions, REDD initiatives, and implications of climate change on crop production and productivity patterns) also require reliable information on the spatial distribution of cropland as well as crop types. Although global land cover maps identify cropland (which exist as one or more land cover categories), this information is currently not accurate enough for many applications. There are several ways of improving current cropland extent though hybrid approaches and by integrating information collected though Geo-Wiki (a global crowdsourcing platform) from very high resolution imagery such as that found on Google Earth. Another way of getting improved cropland extent maps would be to classify all very high resolution images found on Google Earth and to create a wall-to-wall map of cropland. This is a very ambitious task that would require a large number of individuals, like that found in massive multiplayer online games. For this reason we have developed a game called 'Cropland Capture'. The game can be played on a desktop, on a tablet (iPad or Android) or mobile phone (iPhone or Android) where the game mechanics are very simple. The player is provided with a satellite image or in-situ photo and they must determine if the image contains cropland or not. The game was launched in the middle of November 2013 and will run for 6 months, after which the weekly winners will be entered into a draw to win large prizes. To date we have collected more than 2.5 million areas, where we will continue to expand the sample to more locations around the world. Eventually the data will be used to calibrate and validate a new version of our global cropland map, where the latest version

  6. Games are the Basic Education Activities in Kindergarten%论游戏是幼儿园的基本教育活动

    Institute of Scientific and Technical Information of China (English)

    张驰

    2014-01-01

    Children's nature is lively, full of curiosity, so the game can be very good to meet their educational needs and tea-ching content kindergarten stage with the perfect blend, kindergarten games is not a person's game, the collective play of the game, for example,"eagle catches chicken game"multiplayer game you need to guide children to learn, and to develop and improve their personality. Based on the game early childhood education in the analysis, provide ideas for the game in early childhood education in better applications.%幼儿的天性就是活泼好动充满好奇心,所以游戏教育能够很好地满足他们的需求,并与幼儿园阶段的教学内容完美融合,幼儿园中的游戏不是一个人的游戏,是集体的游戏,比如说“老鹰捉小鸡”就需要多人进行游戏,从而引导孩子进行学习,并培养和完善他们的人格。本文通过对游戏教育在幼儿教育中的地位分析,为游戏教育在幼儿教育中的更好应用提供思路。

  7. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  8. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  9. Natural games

    CERN Document Server

    Anttila, Jani

    2011-01-01

    Behavior in the context of game theory is described as a natural process that follows the 2nd law of thermodynamics. The rate of entropy increase as the payoff function is derived from statistical physics of open systems. The thermodynamic formalism relates everything in terms of energy and describes various ways to consume free energy. This allows us to associate game theoretical models of behavior to physical reality. Ultimately behavior is viewed as a physical process where flows of energy naturally select ways to consume free energy as soon as possible. This natural process is, according to the profound thermodynamic principle, equivalent to entropy increase in the least time. However, the physical portrayal of behavior does not imply determinism. On the contrary, evolutionary equation for open systems reveals that when there are three or more degrees of freedom for behavior, the course of a game is inherently unpredictable in detail because each move affects motives of moves in the future. Eventually, wh...

  10. "Game" in history, historical in "game"

    OpenAIRE

    Fostikov, Aleksandra

    2006-01-01

    This paper is considered with relation between game and the History, in three various aspects: first part is dedicated to the meaning of noun "game" from its early stages till today, the second part relates to influences of game on human development and the third part deals with objectivity of historical facts in computer games.

  11. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  12. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  13. Development of Higher Order Learning Skills in Online Digital Gaming%在线电子游戏中高阶学习技能的培养

    Institute of Scientific and Technical Information of China (English)

    约翰·班农

    2009-01-01

    Use of digital game based learning is a growing instructional trend for military training. Modeled after immensely popular and commercial world-wide massive multi-player online games (MMOGs), small scale trial military MMOG, such as " Quake" combine virtual reality multi-player gaming with realistic scenarios to promote high fidelity training, teamwork, problem solving, and communication. Although digital game based learning (DGBL) has increased in popularity as a valuable problem based learning medium, the question remains, how does game play support higher order thinking skills, such as problem solving and decision making? This content analysis case study focused on analyzing commercial MMOG website player weblogs (blogs) for evidence of higher order learning developed from game play. The study also looked at the collaborative nature of multi-player gaming in supporting higher order learning development. The goal of the study was to document evidence of MMOGs as an effective medium for higher order learning in order to further investigate the role of MMOG use in military perfrormance based training.%数字游戏学习日益成为军事培训教学的未来发展趋势.模仿极受欢迎的、商业的、在全球范围运行的大规模多玩家在线游戏(简称MMOGs),Quake等小规模的军事MMOG将虚拟现实多玩家游戏与现实情景相整合,以促进高保真培训、协同工作、问题解决和沟通.虽然数字游戏学习(DGBL)作为一种有价值的基于问题的学习媒介越来越流行,但问题仍然是如何利用游戏支持高阶思维技能,如问题解决和决策?本文分析的个案研究旨在通过分析商业网络游戏玩家的博客,了解玩游戏过程中所培养的高阶学习技能.研究还考察了多玩家游戏在支持高阶学习方面的合作性本质.本研究的目标是证明MMOGs作为一种有效的高阶学习媒体,从而进一步探讨MMOG在军事绩效培训中的作用.

  14. User experiences of mobile controlled games for activation, rehabilitation and recreation of elderly and physically impaired.

    Science.gov (United States)

    Sirkka, Andrew; Merilampi, Sari; Koivisto, Antti; Leinonen, Markus; Leino, Mirka

    2012-01-01

    The purpose of this paper was to study how aged people experience mobile controlled game as a method of rehabilitation and recreation. The target group contained persons 70+ years of age living in assisted living conditions (N=34). The average age of the participants was 85.9 years. Women (n=17) and men (n=17) were equally presented in the sample group. Only 12 % (n=4) of participants were involved in an active weekly-based rehabilitation, light physical sitting exercises 38% (n=13). Three (n=3) of the participants (9%) used computers (net banking), and 20 (59%) used mobile phones on daily basis. Social activities and physical activation seem to be rather inadequate and traditional in assisted living organizations. The overall experiences of mobile controlled game described in this paper appeared to be a successful experiment also proving that the elderly are not as reluctant to use technical devices or playing virtual games as often thought. The game was reckoned very motivating, interesting, and entertaining both by the aged and the staff. Activation, rehabilitation and recreation in the elderly homes or assisted living organizations could benefit from utilization of new technology providing new ways and solutions that motivate the users and offer also possibilities for measuring and follow-up of the physical impacts. The future goals to improve the game were set according to the feedback given in this survey: a) wider variety of controlling modes for the game, b) developing various difficulty levels, c) developing the game to support different kinds of body movements, d) easily modified according to the individual user's exercising or rehabilitation needs as well as e) emphasizing the social aspects of the game by producing multiplayer versions.

  15. Do those who play together stay together? The World of Warcraft community between play, practice and game design

    Directory of Open Access Journals (Sweden)

    Ioana Cărtărescu-Petrică

    2015-06-01

    Full Text Available In a time when video games are commonly blamed for anything from antisocial behavior, to the isolation and alienation of their users Massive Multiplayer Online Role Playing Games have developed to provide one of the ultimate online social experiences. Based on cooperation, coordination and communication among players, these games do more than simply provide entertainment: they foster communities, not only allowing trust and friendship to be born, but actively encouraging it. In fact, one of the main secret behind the success of this kind of game appears to be its capacity to stimulate interaction and bonding around a common goal for its players. This paper focuses on one of the world’s most popular MMORPGs, World of Warcraft, specifically on studying the characteristics of the community of play and practice built around it and on the influence the game architecture has on the survival potential of said WoW community. In order to achieve these goals, I have conducted a qualitative research at the height of the game’s popularity (2011 , conducting interviews with experienced, mostly hard-core and pro players and followed up with half of the original respondents four years later (in 2015, to see how their views on the gaming experience have evolved and to try to understand why the once flourishing WoW community seems to have started its decline.

  16. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  17. Game Review

    OpenAIRE

    Oliva, Constantino; Duca, Edward

    2012-01-01

    WHAT IS THE STORY behind our smart phones? Phone Story retraces the production stages of our favorite products, showing us the dramatic working conditions behind their assembly. It seems like Apple didn’t like it: the game is now banned from the App Store.

  18. Got Game

    Science.gov (United States)

    Lum, Lydia

    2007-01-01

    Around the country, disabled sports are often treated like second-class siblings to their able-bodied counterparts, largely because the latter bring in prestigious tournaments and bowl games, lucrative TV contracts and national exposure for top athletes and coaches. Because disabled people are so sparsely distributed in the general population, it…

  19. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  20. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers....

  1. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  2. Football Games

    Institute of Scientific and Technical Information of China (English)

    邢连香

    2000-01-01

    Do you know there are two kinds of football games? One is American football, the other is soccer. In China, many young people like playing soccer. It is very popular in China. But Chinese don't call it soccer, They call it football. There are eleven players in a team. And the ball is round.

  3. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  4. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  5. Teaching Using Computer Games

    Science.gov (United States)

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  6. Ontology of Serious Games

    Science.gov (United States)

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  7. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  8. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  9. Relativistic and noise effects on multiplayer Prisoners' dilemma with entangling initial states

    Science.gov (United States)

    Goudarzi, H.; Rashidi, S. S.

    2017-06-01

    Three-players Prisoners' dilemma (Alice, Bob and Colin) is studied in the presence of a single collective environment effect as a noise. The environmental effect is coupled with final states by a particular form of Kraus operators K_0 and K_1 through amplitude damping channel. We introduce the decoherence parameter 0≤ p≤ 1 to the corresponding noise matrices, in order to controling the rate of environment influence on payoff of each players. Also, we consider the Unruh effect on the payoff of player, who is located at a noninertial frame. We suppose that two players (Bob and Colin) are in Rindler region I from Minkowski space-time, and move with same uniform acceleration (r_b=r_c ) and frequency mode. The game is begun with the classical strategies cooperation (C) and defection (D) accessible to each player. Furthermore, the players are allowed to access the quantum strategic space (Q and M). The quantum entanglement is coupled with initial classical states by the parameter γ \\in [0,π /2] . Using entangled initial states by exerting an unitary operator \\hat{J} as entangling gate, the quantum game (competition between Prisoners, as a three-qubit system) is started by choosing the strategies from classical or quantum strategic space. Arbitrarily chosen strategy by each player can lead to achieving profiles, which can be considered as Nash equilibrium or Pareto optimal. It is shown that in the presence of noise effect, choosing quantum strategy Q results in a winning payoff against the classical strategy D and, for example, the strategy profile (Q, D, C) is Pareto optimal. We find that the unfair miracle move of Eisert from quantum strategic space is an effective strategy for accelerated players in decoherence mode (p=1 ) of the game.

  10. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....

  11. Blood Type Game

    Science.gov (United States)

    ... Blood > Blood Donor Community > Games > Blood Type Game Blood Type Game This feature requires version 6 or later ... many points as possible by matching the appropriate blood type of a donor to the blood type of ...

  12. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  13. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  14. Three-Stage Dynamic Games of Government-Park-Visitor in Visitor Education Intervention

    Directory of Open Access Journals (Sweden)

    Dongping Wei

    2014-01-01

    Full Text Available The government-park-visitor three-stage multiplayers dynamic game G(S1m,S2n,S3k,RG,R,U is established to solve the significant problem regarding the investment in the visitor education. The game reveals that the visitor education intervention should form a positive interaction mechanism of government leading, tourism enterprise implementing, and tourist participating. The visitor education system in the tourism market has not been established at the initial stage. Stakeholders are hesitant to invest resources to push the establishment of visitor education system. The government should set up an induction fund which can encourage the parks and tourism companies to invest money on visitor education. When visitor education system develops to a certain stage with the help of government induction fund, it can run autonomously without the external factors. And the win-win-win situation of the government, parks, and visitors is obtained when the Nash equilibrium state of the game is reached. Furthermore, the game also reveals that visitor education mainly includes the behavior intervention and knowledge services which are important for the park’s visitor education.

  15. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games.......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  16. Quantum repeated games revisited

    CERN Document Server

    Frackiewicz, Piotr

    2011-01-01

    We present a scheme for playing quantum repeated 2x2 games based on the Marinatto and Weber's approach to quantum games. As a potential application, we study twice repeated Prisoner's Dilemma game. We show that results not available in classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games.

  17. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  18. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  19. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  20. Design Elements and Feasibility of an Organized Multiplayer Mobile Active Videogame for Primary School-Aged Children.

    Science.gov (United States)

    McKenzie, Sophie; Bangay, Shaun; Barnett, Lisa M; Ridgers, Nicola D; Salmon, Jo

    2014-12-01

    This article describes the design, development, and implementation feasibility of a purpose-built mobile active videogame (M-AVG) named "Pirate Adventure," which was designed for primary school-aged children to engage in physical activity (PA) and fundamental movement skills (FMS), such as hopping, sidestepping, jumping, or running, in an afterschool setting. The design of "Pirate Adventure" was the result of a collaboration between games designers and health researchers. "Pirate Adventure" was designed and developed using Android(®) (Google, Mountain View, CA) phone sensors to respond to player actions within a playground environment. Using an interactive game framework, players solve clues and complete PA and FMS challenges via sensing the physical world through marked-out key game locations. Fourteen primary school-aged children participated in the feasibility evaluation, which took place in four afternoon sessions. The game was evaluated using Android phone telemetry data and a post-gameplay survey for children on their opinions and enjoyment of the game. The "Pirate Adventure" game design facilitated an enjoyable treasure hunt game (average of 11 minutes of activity per game) with narrative elements supporting children's engagement with movement activities. The majority of children (n=9/13) reported that they would like to play the game again. Combining real world and virtual world content through "Pirate Adventure" was moderately successful, with multiple gameplay sessions occurring. Further implementation feasibility testing, under more controlled conditions, needs to be conducted to assert the benefits of using a M-AVG for children's PA and FMS.

  1. Age of Initiation and Internet Gaming Disorder: The Role of Self-Esteem.

    Science.gov (United States)

    Beard, Charlotte L; Haas, Amie L; Wickham, Robert E; Stavropoulos, Vasileios

    2017-06-01

    The link between early initiation and problematic use has been observed for substance use disorders; however, this link has not been as clearly established for Internet gaming disorder (IGD). Available studies indicate that individuals who initiate Internet use at younger ages exhibit an increased risk for general Internet addiction. Prior research also suggests unique cognitive processes in online gaming, such that an individual's overall sense of self-worth can become contingent upon self-esteem derived from the gaming environment. The current research examines the mediational role of self-esteem variables in the relationship between age of initiation and IGD symptomatology. Data were analyzed from 1,044 adult participants (mean age = 30.90; standard deviation: 9.28; 35.0% female) recruited from Amazon Mechanical Turk who reported playing massively multiplayer online role-playing games. Age of gaming initiation is directly linked to IGD, as earlier age predicted overall IGD symptom severity (b = -0.10, 95% confidence interval [CI: -0.17, -0.03]), controlling for self-esteem factors. In addition, self-esteem factors emerged as mediators of the effect, where global self-esteem served as a protective factor (b = -0.05, 95% CI: [-0.07, -0.02]) and high gaming-contingent self-worth (GCSW; b = -0.10, 95% CI: [-0.15, -0.04]) was associated with more negative outcomes. Earlier age of gaming initiation is associated with IGD symptomatology. Although risks of screen time are often referred to in terms of physical consequences, the present study provides support regarding the inclusion of self-esteem factors in the link between early use and IGD.

  2. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  3. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  4. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  5. Games for Rehabilitation

    DEFF Research Database (Denmark)

    Petersson, Eva; Brown, David

    This anthology on games for rehabilitation contains a serious chapters on game methods and apps or research that compares game systems or modified games or interface devices (Wii, Eyetoy, Kinect, DDR) applied across all areas of clinical care and clinically focused research.......This anthology on games for rehabilitation contains a serious chapters on game methods and apps or research that compares game systems or modified games or interface devices (Wii, Eyetoy, Kinect, DDR) applied across all areas of clinical care and clinically focused research....

  6. Sparky's Firehouse (Games)

    Science.gov (United States)

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  7. SimBasin: A serious gaming framework for integrated and cooperative decision-making in water management

    Science.gov (United States)

    Angarita, H.; Craven, J.; Caggiano, F.; Corzo, G.

    2016-12-01

    An Integrated approach involving extensive stakeholder dialogue is widely advocated in sustainable water management. However, it requires a social learning process in which scientist and stakeholders become aware of the relationship between their own frames of reference and those of others, differences can be dealt with constructively, and shared ideas can be used to facilitate cooperation. Key obstacles in this process are heritage systems, attitudes and processes, factually wrong, incomplete or unshared mental models, and lack of science-policy dialogue (Pahl-Wostl et al., 2005) To overcome these barriers, a space is required which is free of heritage systems, where mental models can be safely and easily compared and corrected, and where scientists and policy-makers can come together. A "serious game" can serve as such a space - Serious games are games or simulations used to achieve an organizational or educational goal, and such games have already been used to facilitate stakeholder cooperation in the water management sector (Rusca et al., 2005). As well as bringing stakeholders together, they can be an accessible interface between scientific models and non-experts. Here we present SimBasin, a multiplayer serious game framework and development engine. The engine allows to easily create a simulated multiplayer basin management game using WEAP water resources modelling software (SEI, 1992-2015), to facilitate the communication of the complex, long term and wide range relationships between hydrologic, climate, and human systems present in river basins, and enable dialogue between policy-makers and scientists. Different games have been created using the Sim-Basin engine and used in various contexts. Here are discussed experiences with stakeholders at a national forum in Bogotá, flood risk management agencies in the lower Magdalena River Basin in Colombia and with water professionals in Bangkok. The experience shows that the game is a useful tool for enabling

  8. Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games

    Science.gov (United States)

    Korsgaard, M. Audrey; Picot, Arnold; Wigand, Rolf T.; Welpe, Isabelle M.; Assmann, Jakob J.

    This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.

  9. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  10. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  11. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.;

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  12. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  13. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  14. Game Theory: 5 Questions

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  15. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  17. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  18. Games for Rehabilitation

    DEFF Research Database (Denmark)

    Petersson, Eva; Brown, David

    This anthology on games for rehabilitation contains a serious chapters on game methods and apps or research that compares game systems or modified games or interface devices (Wii, Eyetoy, Kinect, DDR) applied across all areas of clinical care and clinically focused research....

  19. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  20. Environmental Games and Simulations.

    Science.gov (United States)

    Eckman, Tom, Comp.

    This publication consists of a lengthy list of environmental games (35) on the market today, their source and purchase price. Included is a description of the major changes the types of games have undergone. The first group of games resembled closely ordinary board games with success dependent on skill and/or chance rather than understanding of…

  1. Game design secrets

    CERN Document Server

    Au, Wagner James

    2012-01-01

    Wagner James Au is an author, consultant, and game designer, and was lead writer/mission designer for City of Eternals, a Facebook-based MMO acquired by Electronic Arts. He's written on the subject of gaming for Inside Social Games, Kotaku, and Wired. His blog New World Notes (nwn.blogs.com) covers gaming, 3D technology, and virtual culture.

  2. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hi...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games.......Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide...... into the concept of the “magic circle” by Salen and Zimmerman (2003), as an understanding of playing games as a kind of alternate reality. When a person enters the magic circle of a game, the player suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply...

  3. Game Theory: 5 Questions

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  4. Game Birds of Colorado.

    Science.gov (United States)

    Colorado State Div. of Wildlife, Denver.

    This booklet is intended to familiarize the reader with game birds typical of Colorado. Discussions in English and Spanish are presented. Discussions cover the management of game birds, individual game bird species, and endangered species of birds related to game birds. (RE)

  5. Communication Games in Print.

    Science.gov (United States)

    Schneiderman, Ellen

    1990-01-01

    This article presents a rationale and ways to use communication games in written form to entice deaf children to try new forms of language. It emphasizes the importance of using communicative teaching methods and considering students' communicative adequacy rather than form. Games include picture/object matching games and bingo/lotto games. (JDD)

  6. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  7. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  8. Game Development in Unity : Game Production, Game Mechanics and the Effects of Gaming

    OpenAIRE

    Dansie, Jason

    2013-01-01

    The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and children. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis describes how the interface in Unity is used to quickly gene...

  9. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  10. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  11. Bayesian Games with Intentions

    Directory of Open Access Journals (Sweden)

    Adam Bjorndahl

    2016-06-01

    Full Text Available We show that standard Bayesian games cannot represent the full spectrum of belief-dependent preferences. However, by introducing a fundamental distinction between intended and actual strategies, we remove this limitation. We define Bayesian games with intentions, generalizing both Bayesian games and psychological games, and prove that Nash equilibria in psychological games correspond to a special class of equilibria as defined in our setting.

  12. Game Factors and Game-Based Learning Design Model

    OpenAIRE

    Yen-Ru Shi; Ju-Ling Shih

    2015-01-01

    How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define ea...

  13. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...... involved in identifying these problems are not going to solve them. That task will fall to our students, and our students' students. Unfortunately for GC6, the Grand Challenge focusing on Dependable Systems Evolution, interest in formal methods---both by students and within computer science faculties......---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...

  14. Characteristics of Social Network Gamers: in between Social Networking and Online Role-Playing Games

    Directory of Open Access Journals (Sweden)

    Olga eGeisel

    2015-07-01

    Full Text Available Current research on internet addiction (IA reported moderate to high prevalence rates of IA and comorbid psychiatric symptoms in users of social networking sites (SNS and online role-playing games. The aim of this study was to characterise adult users of an internet multiplayer strategy game within a SNS. Therefore, we conducted an exploratory study using an online survey to assess sociodemographic variables, psychopathology and the rate of IA in a sample of adult social network gamers by Young´s Internet Addiction Test (IAT, the Toronto Alexithymia Scale (TAS, the Beck Depression Inventory II (BDI-II, the Symptom Checklist-90-R (SCL-90-R and the WHO Quality of Life-BREF (WHOQOL-BREF. All participants were listed gamers of combat zone in the SNS Facebook. In the IAT analysis, 16.2 % of the participants (n = 60 were categorized as subjects with IA and 19.5 % (n = 72 fulfilled the criteria for alexithymia. Comparing study participants with and without IA, the IA group had significantly more subjects with alexithymia, reported more depressive symptoms, and showed poorer quality of life. These findings suggest that social network gaming might also be associated with maladaptive patterns of internet use. Furthermore, a relationship between IA, alexithymia and depressive symptoms was found that needs to be elucidated by future studies.

  15. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    What. Urban Games are games that take place in the real-world of the players, and which make use of the properties of the city. Alternate Reality Games (ARGs) are urban games that pretend to be conspiracy theories that really are happening in the life of the players. The games are experienced...... through events, challenges and collaborative puzzle solving and may evolve through the engagement of the players. This new design method, Aulaia, addresses the design of urban games in the form of ARGs. Along with the design method several examples from real world ARGs are given. Why. ARGs and other urban...... games are usually large and complicated undertakings, which require many coordinated activities in order to make successful games. This design method secures a structured approach, not only for the design of the game, but also for the launch and running. ARGs develop along with the players and require...

  16. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  17. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  18. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

    2016-01-01

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...

  19. Implementing Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2015-01-01

    Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim......Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts...

  20. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

    Sifa, Rafet; Bauckhage, C.; Drachen, Anders

    2014-01-01

    Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games...

  1. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  2. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  3. From boring to scoring - a collaborative serious game for learning and practicing mathematical logic for computer science education

    Science.gov (United States)

    Schäfer, Andreas; Holz, Jan; Leonhardt, Thiemo; Schroeder, Ulrik; Brauner, Philipp; Ziefle, Martina

    2013-06-01

    In this study, we address the problem of low retention and high dropout rates of computer science university students in early semesters of the studies. Complex and high abstract mathematical learning materials have been identified as one reason for the dropout rate. In order to support the understanding and practicing of core mathematical concepts, we developed a game-based multitouch learning environment in which the need for a suitable learning environment for mathematical logic was combined with the ability to train cooperation and collaboration in a learning scenario. As application domain, the field of mathematical logic had been chosen. The development process was accomplished along three steps: First, ethnographic interviews were run with 12 students of computer science revealing typical problems with mathematical logic. Second, a multitouch learning environment was developed. The game consists of multiple learning and playing modes in which teams of students can collaborate or compete against each other. Finally, a twofold evaluation of the environment was carried out (user study and cognitive walk-through). Overall, the evaluation showed that the game environment was easy to use and rated as helpful: The chosen approach of a multiplayer game supporting competition, collaboration, and cooperation is perceived as motivating and "fun."

  4. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  5. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels;

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games.......Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  6. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  7. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  8. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  9. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  10. Works of Game

    DEFF Research Database (Denmark)

    Sharp, John

    Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists’ use of Exquisite Corpse and other games, Duchamp’s obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art...... and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games...... and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice...

  11. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  12. Game Information System

    CERN Document Server

    Warnars, Spits; Kingdom, United; 10.5121/ijcsit.2010.2310

    2010-01-01

    In this Information system age many organizations consider information system as their weapon to compete or gain competitive advantage or give the best services for non profit organizations. Game Information System as combining Information System and game is breakthrough to achieve organizations’ performance. The Game Information System will run the Information System with game and how game can be implemented to run the Information System. Game is not only for fun and entertainment, but will be a challenge to combine fun and entertainment with Information System. The Challenge to run the information system with entertainment, deliver the entertainment with information system all at once. Game information system can be implemented in many sectors as like the information system itself but in difference’s view. A view of game which people can joy and happy and do their transaction as a fun things.

  13. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

    Full Text Available James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991. The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata.

  14. More than addiction: Examining the role of anonymity, endless narrative, and socialization in prolonged gaming and instant messaging practices

    Directory of Open Access Journals (Sweden)

    Kishonna Gray

    2015-06-01

    Full Text Available This ethnographic study explores a user’s prolonged engagement within virtual gaming communities. Likening prolonged engagement with addiction, this research provides an alternative perspective into virtual addiction focusing on three interrelated themes: 1 anonymity, 2 endless narrative, and 3 socialization. By employing narrative interviews and virtual observations, the researchers examine two different cultural, racial and age groups’ user experience within console and computer-based multiplayer environments. More specifically, they explore how the three factors (i.e., anonymity; endless narrative; socialization relate to the prolonged and extended use within these virtual communities and highlight the multifaceted uses of traditional chat services, social media, and the convergence of media existing within these chat communities.

  15. Educational Computer Games

    OpenAIRE

    Oman, Marko

    2012-01-01

    This thesis describes educational games and two different technologies used to develop games. It describes the development process and use of educational games in general, also it describes what kind of educational games we know. It Presents HTML5 and Flash technologies, and some programming languages and programs that this two technologies are using. It desribes differences in the way of the development process and display of the final product in both technologies and it describes the adv...

  16. Graphical Potential Games

    OpenAIRE

    Ortiz, Luis E.

    2015-01-01

    Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical versions of potential games. Special cases of graphical potential games have already found applicability in many areas of science and engineering beyond economics, including ar...

  17. Evolutionary game design

    CERN Document Server

    Browne, Cameron

    2011-01-01

    The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game description language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.

  18. Educational Computer Games

    OpenAIRE

    Oman, Marko

    2012-01-01

    This thesis describes educational games and two different technologies used to develop games. It describes the development process and use of educational games in general, also it describes what kind of educational games we know. It Presents HTML5 and Flash technologies, and some programming languages and programs that this two technologies are using. It desribes differences in the way of the development process and display of the final product in both technologies and it describes the adv...

  19. On Market Games,

    Science.gov (United States)

    1968-12-01

    n-Person Games, Ph.D. Thesis, Princeton University, June 1953. 5. Gillies, D. B., "Solutions to general non-zero-sum games," Annals of Mathematics Study...Economic Review). 22. Shubik, M., "Edgeworth market games, Annals of Mathematics Study 40 (1959), 267-278. 23. von Neumann, J., and 0. Morgenstern, Theory... of . Mathematics Study 40 (1959), 145-162; also The RAND Corporation, P-1392, June 1958. 16. , Values of Large Games - VII: A General Exchange Economv

  20. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  1. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer;

    2016-01-01

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  2. Big Boss Interval Games

    NARCIS (Netherlands)

    Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.

    2008-01-01

    In this paper big boss interval games are introduced and various characterizations are given. The structure of the core of a big boss interval game is explicitly described and plays an important role relative to interval-type bi-monotonic allocation schemes for such games. Specifically, each element

  3. Protective Behavior in Games

    NARCIS (Netherlands)

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as

  4. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative st...

  5. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  6. Games for Health, 2011

    Science.gov (United States)

    2011-06-01

    for Families of Returning Veterans Using Emotionally Responsive Avatars Ron Goldman, Kognito, Inc. Games for Shoppers : Brainstorming Play at...Nutrition Education with Online Game Experiences Sally Schmidt & Jori Clarke, Circle1Network Camp Eatapita: A Nutrition Game for Young Kids Steve

  7. Gaming Gains Respect

    Science.gov (United States)

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…

  8. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    game into a trading card game, to investigate the potential of the approach: as expected, students participating to the study shifted between playing and design thinking. The card-based model introduced in this paper works full circle: it enables learners to go from digital games to cards and back...

  9. Energy parity games.

    Science.gov (United States)

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-11-02

    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objectives. Our main results are as follows: (a) exponential memory is sufficient and may be necessary for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP [Formula: see text] coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is logspace-equivalent to the problem of deciding the winner in mean-payoff parity games, which can thus be solved in NP [Formula: see text] coNP. As a consequence we also obtain a conceptually simple algorithm to solve mean-payoff parity games.

  10. Games, Logic and Giftedness.

    Science.gov (United States)

    Wagner, Paul A.; Penner, Janet

    1982-01-01

    Gaming (the use of formal games for specific academic purposes) is a method for teaching formal thinking processes that is particularly suited to the gifted student. Various games can be used to develop deductive reasoning, the concept of subsets, inductive reasoning, and attention to detail. (Author/SW)

  11. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

    If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

  12. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children ...

  13. The Acid Rain Game.

    Science.gov (United States)

    Rakow, Steven J.; Glenn, Allen

    1982-01-01

    Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…

  14. Playing against the Game

    Science.gov (United States)

    Remmele, Bernd

    2017-01-01

    The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…

  15. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  16. Stay Teen: Games

    Science.gov (United States)

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 56 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 36 Comments · 0 quiz Should ...

  17. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  18. Assessing Game Experiences

    Science.gov (United States)

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

    Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…

  19. Game theory in philosophy

    NARCIS (Netherlands)

    de Bruin, B.P.

    2005-01-01

    Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals

  20. Educational Game Development Models

    Directory of Open Access Journals (Sweden)

    Mehmet Emin Korkusuz

    2013-12-01

    Full Text Available Recent research on the subject shows that students spend more time on computer games than other activities such as reading book or watching TV. It is possible that this time-consuming activity can become much more effective by educator-game sector cooperation. Which type of game students prefer mostly; how the educational content can be articulated the games without diminishing the playability and enjoyableness of it; and the impact of the competition in the games on process and students are just several titles examined in the studies. This scope presents the types of computer game, qualities of educational games, and educational games designs which are recommended for developing educational games. It also presents a set of knowledge about the importance of educational games in mathematics and physic education, and some studies on this field. In the scope, some strategies, about educational game development process, are recommended educators and software developers in the sector who intend to develop educational games based on the literature.

  1. Sender-Receiver Games

    NARCIS (Netherlands)

    Peeters, R.J.A.P.; Potters, J.A.M.

    1999-01-01

    Standard game-theoretic solution concepts do not guarantee meaningful commu- nication in cheap-talk games. In this paper, we define a solution concept which guarantees communication for a large class of games by designing a behavior pro- tocol which the receiver uses to judge messages sent by the

  2. The Acid Rain Game.

    Science.gov (United States)

    Rakow, Steven J.; Glenn, Allen

    1982-01-01

    Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…

  3. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    Science.gov (United States)

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

  4. Beyond game effectiveness. Part II, a qualitative study of multi-role experiential learning.

    Energy Technology Data Exchange (ETDEWEB)

    Willis, Matthew; Tucker, Eilish Marie; Raybourn, Elaine Marie; Fabian, Nathan D.

    2010-07-01

    The present paper is the second in a series published at I/ITSEC that seeks to explain the efficacy of multirole experiential learning employed to create engaging game-based training methods transitioned to the U.S. Army, U.S. Army Special Forces, Civil Affairs, and Psychological Operations teams. The first publication (I/ITSEC 2009) summarized findings from a quantitative study that investigated experiential learning in the multi-player, PC-based game module transitioned to PEO-STRI, DARWARS Ambush! NK (non-kinetic). The 2009 publication reported that participants of multi-role (Player and Reflective Observer/Evaluator) game-based training reported statistically significant learning and engagement. Additionally when the means of the two groups (Player and Reflective Observer/Evaluator) were compared, they were not statistically significantly different from each other. That is to say that both playing as well as observing/evaluating were engaging learning modalities. The Observer/Evaluator role was designed to provide an opportunity for real-time reflection and meta-cognitive learning during game play. Results indicated that this role was an engaging way to learn about communication, that participants learned something about cultural awareness, and that the skills they learned were helpful in problem solving and decision-making. The present paper seeks to continue to understand what and how users of non-kinetic game-based missions learn by revisiting the 2009 quantitative study with further investigation such as stochastic player performance analysis using latent semantic analyses and graph visualizations to correlate against human coder ratings and pre- and post-test self-analysis. The results are applicable to First-Person game-based learning systems designed to enhance trainee intercultural communication, interpersonal skills, and adaptive thinking. In the full paper, we discuss results obtained from data collected from 78 research participants of diverse

  5. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  6. Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment

    Science.gov (United States)

    Eseryel, Deniz; Ge, Xun; Ifenthaler, Dirk; Law, Victor

    2011-01-01

    Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving…

  7. Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment

    Science.gov (United States)

    Eseryel, Deniz; Ge, Xun; Ifenthaler, Dirk; Law, Victor

    2011-01-01

    Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving…

  8. A real case of a cognitive multiplayer game: design and development of the iOS client in Swift and its cloud architecture

    OpenAIRE

    Carcelén Amores, Pablo

    2015-01-01

    as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experie...

  9. Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment

    Science.gov (United States)

    Eseryel, Deniz; Ge, Xun; Ifenthaler, Dirk; Law, Victor

    2011-01-01

    Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving and,…

  10. Analyzing Naval Strategy for Counterpiracy Operations, Using the Massive Multiplayer Online War Game Leveraging the Internet (MMOWGLI) and Discrete Event Simulation (DES)

    Science.gov (United States)

    2013-03-01

    Maritime Force formed CTF–151 (Haywood & Spivak , pp. 50–51). Operation Ocean Shield’s mission is to deter and disrupt piracy, protect merchant vessels...which attempted to bridge the gaps and share information and intelligence (Haywood & Spivak , pp. 51–52). The major issue is that all three operations...calhoun.nps.edu/public/bitstream/handle/10945/1105/03Mar_Harney.pdf?s equence=1 Haywood, R., & Spivak , R. (2012). Maritime piracy (Global Institutions Series

  11. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  12. Shapley's value for fuzzy games

    Directory of Open Access Journals (Sweden)

    Raúl Alvarado Sibaja

    2009-02-01

    Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.

  13. Aero Fighter - 2D Gaming

    CERN Document Server

    Ahmed, Zeeshan

    2010-01-01

    Designing and developing quality based computer game is always a challenging task for developers. In this paper I briefly discuss aero fighting war game based on simple 2D gaming concepts and developed in C & C++ programming languages, using old bitmapping concepts. Going into the details of the game development, I discuss the designed strategies, flow of game and implemented prototype version of game, especially for beginners of game programming.

  14. From board games to teambuilding

    OpenAIRE

    Mikoláš, Jiří

    2012-01-01

    The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the s...

  15. Communication in Games

    OpenAIRE

    2012-01-01

    This thesis answers the question of how, and what, people communicate to each other while playing games. The presented conclusions offer guidance to computer game developers on what means of communication they should support in games in order to provide better possibilities for interaction between people that play games together. The data for this study was collected from two sources: the first was during LinCon, an annual game convention in Linköping, and consists of four players playing a g...

  16. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

    Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe

  17. Learn Grammar in Games

    Institute of Scientific and Technical Information of China (English)

    孟静

    2007-01-01

    Grammar learning has often been regarded as a structure based activity .Grammar games which are worth paying attention to and implementing in the classroom can help learner to learn and recall a grammar material in a pleasant, entertaining way and motivate learners,promote the communicative competence and generate the fluency. In this essay, the author compares the use of games in learning grammar with some traditional techniques for grammar presentation and revision, in order to find the advantages of using games. Also the author discusses how to choose appropriate games and when to use games.

  18. The pharmacology game.

    Science.gov (United States)

    Batscha, Catherine

    2002-09-01

    This article gives instructions for designing a visually attractive, entertaining, faculty-led computer game for pharmacology review in a nursing education program. The game uses Microsoft PowerPoint, a presentation program that is inexpensive, easy to master, and widely available. Instructions for using Visual Basic for Applications to customize the game are included to allow tracking questions asked and the score of groups playing the game. The game can be easily adapted to material by specific nursing programs with access to PowerPoint.

  19. Action Investment Energy Games

    DEFF Research Database (Denmark)

    Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri

    2012-01-01

    We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...... a complexity results overview for the problem of deciding the winner in the game....

  20. DiffGame

    DEFF Research Database (Denmark)

    Pedersen, Mads Kock; Svenningsen, Anette; Dohn, Niels Bonderup

    2016-01-01

    in the higher levels of education. In order to obtain this intuition repeated practice is required. This paper presents the development of DiffGame, which consists of a series of exercises that introduce the basic principles of differentiation for high-school students through game-like elements. DiffGame have...... been tested with 117 first-year students from a single Danish high school, who did not have any prior training in differentiation. The students’ learning was assessed by the data obtained directly from DiffGame. The test demonstrated the efficacy of DiffGame, since students at all levels demonstrate...

  1. Altruism in Congestion Games

    CERN Document Server

    Hoefer, Martin

    2008-01-01

    This paper studies the effects of introducing altruistic agents into atomic congestion games. Altruistic behavior is modeled by a trade-off between selfish and social objectives. In particular, we assume agents optimize a linear combination of personal delay of a strategy and the resulting increase in social cost. Our model can be embedded in the framework of congestion games with player-specific latency functions. Stable states are the Nash equilibria of these games, and we examine their existence and the convergence of sequential best-response dynamics. Previous work shows that for symmetric singleton games with convex delays Nash equilibria are guaranteed to exist. For concave delay functions we observe that there are games without Nash equilibria and provide a polynomial time algorithm to decide existence for symmetric singleton games with arbitrary delay functions. Our algorithm can be extended to compute best and worst Nash equilibria if they exist. For more general congestion games existence becomes NP...

  2. 多目标大博弈中弱Pareto-Berge均衡的存在性%THE EXISTENCE OF WEAKLY PARETO-BERGE EQUILIBRIUM POINTS IN MULTIOBJECTIVE LARGE GAMES

    Institute of Scientific and Technical Information of China (English)

    蒲勇健; 杨哲

    2012-01-01

    研究了具有任意多个局中人的非合作多目标博弈(多目标大博弈).基于一般非合作博弈中的Berge均衡概念,定义多目标大博弈中的弱Pareto-Berge均衡.进一步推广了截口定理,得到新的截口定理,并且利用这个新的截口定理证明多目标大博弈中弱Pareto-Berge均衡的存在性.多目标大博弈中弱Pareto-Nash均衡的存在性结论可作为弱Pareto-Berge均衡存在性的特例给出.%This paper considers noncooperative multi-objective games with multi-players (multi-objective large game).According to Berge equilibrium in normal games,we introduce the notion of weakly Pareto-Berge equilibrium in multi-objective large games.By generalizing section theorem,we show the existence of weakly Pareto-Berge equilibrium in multi-objective large games.As a special case,we obtain the existence of weakly Pareto-Nash equilibrium points in multi-objective large games.

  3. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate

  4. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space......, providing a clear game design assignment that involves the formulation of intended player experience and a description of game mechanics. The second layer focuses on game design thinking from six different aspects of game design chosen in relation to the framing of the game design assignment. The third....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  5. Quantifying Engagement of Various Games

    OpenAIRE

    Xiong, Shuo; ZUO, Long; Chiewvanichakorn, Rachaya; Iida, Hiroyuki

    2014-01-01

    Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the traditional board games. The present challenge is to apply the game refinement theory in the domain of various games such as RTS(StarCraft II), MOBA(DotA), crane game and score limited sports. In conclusion, this paper makes contribution to apply game refinement theory in these new ar...

  6. Gaming in Early Childhood Education.

    Science.gov (United States)

    Trueblood, Cecil R.; Yawkey, Thomas Daniels

    This article discusses how developmental and behaviorist learning theories can be used to create educational games. The Piagetian rationale for the use of games is examined and three benefits of gaming are identified: (1) games are related to intellectual, socio-emotional, and motor learning in young children, (2) gaming requires aspects of…

  7. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  8. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  9. Using Commercial Games to Design Teacher-Made Games for the Mathematics Classroom.

    Science.gov (United States)

    McBride, John W.; Lamb, Charles E.

    1991-01-01

    The use of commercial games to design and construct games to drill specific mathematics skills is discussed. Game types discussed include card games and board games. Two game boards adapted from "Chutes and Ladders" and "Battleship" are provided. (CW)

  10. Linking online gaming and addictive behavior: Converging evidence for a general reward deficiency in frequent online gamers

    Directory of Open Access Journals (Sweden)

    Tim eHahn

    2014-11-01

    Full Text Available Millions of people regularly play so-called Massively Multiplayer Online Role Playing Games (MMORPGs. Recently, it has been argued that MMORPG overuse is becoming a significant health problem worldwide. Symptoms such as tolerance, withdrawal and craving have been described. Based on behavioral, resting state and task-related neuroimaging data, we test whether frequent players of the MMORPG World of Warcraft (WoW – similar to drug addicts and individuals with an increased risk for addictions – show a generally deficient reward system. In frequent players of the MMORPG World of Warcraft (WoW-players and in a control group of non-gamers we assessed 1 trait sensitivity to reward, 2 BOLD responses during monetary reward processing in the ventral striatum and 3 ventral-striatal resting state dynamics. We find a decreased neural activation in the ventral striatum during the anticipation of both small and large monetary rewards. Additionally, we show generally altered neurodynamics in this region independent of any specific task for WoW players (resting state. On the behavioral level, we found differences in trait sensitivity to reward, suggesting that the reward processing deficiencies found in this study are not a consequence of gaming, but predisposed to it. These findings empirically support a direct link between frequent online gaming and the broad field of behavioral and drug addiction research, thus opening new avenues for clinical interventions in addicted gamers and potentially improving the assessment of addiction-risk in the vast population of frequent gamers.

  11. Different gain/loss sensitivity and social adaptation ability in gifted adolescents during a public goods game.

    Science.gov (United States)

    Chung, Dongil; Yun, Kyongsik; Kim, Jin Ho; Jang, Bosun; Jeong, Jaeseung

    2011-02-16

    Gifted adolescents are considered to have high IQs with advanced mathematical and logical performances, but are often thought to suffer from social isolation or emotional mal-adaptation to the social group. The underlying mechanisms that cause stereotypic portrayals of gifted adolescents are not well known. We aimed to investigate behavioral performance of gifted adolescents during social decision-making tasks to assess their affective and social/non-social cognitive abilities. We examined cooperation behaviors of 22 gifted and 26 average adolescents during an iterative binary public goods (PG) game, a multi-player social interaction game, and analyzed strategic decision processes that include cooperation and free-riding. We found that the gifted adolescents were more cooperative than average adolescents. Particularly, comparing the strategies for the PG game between the two groups, gifted adolescents were less sensitive to loss, yet were more sensitive to gain. Additionally, the behavioral characteristics of average adolescents, such as low trust of the group and herding behavior, were not found in gifted adolescents. These results imply that gifted adolescents have a high cognitive ability but a low ability to process affective information or to adapt in social groups compared with average adolescents. We conclude that gain/loss sensitivity and the ability to adapt in social groups develop to different degrees in average and gifted adolescents.

  12. Different gain/loss sensitivity and social adaptation ability in gifted adolescents during a public goods game.

    Directory of Open Access Journals (Sweden)

    Dongil Chung

    Full Text Available Gifted adolescents are considered to have high IQs with advanced mathematical and logical performances, but are often thought to suffer from social isolation or emotional mal-adaptation to the social group. The underlying mechanisms that cause stereotypic portrayals of gifted adolescents are not well known. We aimed to investigate behavioral performance of gifted adolescents during social decision-making tasks to assess their affective and social/non-social cognitive abilities. We examined cooperation behaviors of 22 gifted and 26 average adolescents during an iterative binary public goods (PG game, a multi-player social interaction game, and analyzed strategic decision processes that include cooperation and free-riding. We found that the gifted adolescents were more cooperative than average adolescents. Particularly, comparing the strategies for the PG game between the two groups, gifted adolescents were less sensitive to loss, yet were more sensitive to gain. Additionally, the behavioral characteristics of average adolescents, such as low trust of the group and herding behavior, were not found in gifted adolescents. These results imply that gifted adolescents have a high cognitive ability but a low ability to process affective information or to adapt in social groups compared with average adolescents. We conclude that gain/loss sensitivity and the ability to adapt in social groups develop to different degrees in average and gifted adolescents.

  13. Linking online gaming and addictive behavior: converging evidence for a general reward deficiency in frequent online gamers.

    Science.gov (United States)

    Hahn, Tim; Notebaert, Karolien Hilde; Dresler, Thomas; Kowarsch, Linda; Reif, Andreas; Fallgatter, Andreas J

    2014-01-01

    Millions of people regularly play so-called massively multiplayer online role playing games (MMORPGs). Recently, it has been argued that MMORPG overuse is becoming a significant health problem worldwide. Symptoms such as tolerance, withdrawal, and craving have been described. Based on behavioral, resting state, and task-related neuroimaging data, we test whether frequent players of the MMORPG "World of Warcraft" (WoW) - similar to drug addicts and individuals with an increased risk for addictions - show a generally deficient reward system. In frequent players of the MMORPG "World of Warcraft" (WoW-players) and in a control group of non-gamers we assessed (1) trait sensitivity to reward (SR), (2) BOLD responses during monetary reward processing in the ventral striatum, and (3) ventral-striatal resting-state dynamics. We found a decreased neural activation in the ventral striatum during the anticipation of both small and large monetary rewards. Additionally, we show generally altered neurodynamics in this region independent of any specific task for WoW players (resting state). On the behavioral level, we found differences in trait SR, suggesting that the reward processing deficiencies found in this study are not a consequence of gaming, but predisposed to it. These findings empirically support a direct link between frequent online gaming and the broad field of behavioral and drug addiction research, thus opening new avenues for clinical interventions in addicted gamers and potentially improving the assessment of addiction-risk in the vast population of frequent gamers.

  14. Digital gaming and second language development: Japanese learners interactions in a MMORPG

    Directory of Open Access Journals (Sweden)

    Mark Peterson

    2011-04-01

    Full Text Available Massively multiplayer online role-playing games (MMORPGs are identified as valuable arenas for language learning, as they provide access to contexts and types of interaction that are held to be beneficial in second language acquisition research. This paper will describe the development and key features of these games, and explore claims made regarding their value as environments for language learning. The discussion will then examine current research. This is followed by an analysis of the findings from an experimental qualitative study that investigates the interaction and attitudes of Japanese English as a foreign language learners who participated in MMORPG-based game play. The analysis draws attention to the challenging nature of the communication environment and the need for learner training. The findings indicate that system management issues, proficiency levels, the operation of affective factors, and prior gaming experiences appeared to influence participation. The data shows that for the intermediate learners who were novice users, the interplay of these factors appeared to restrict opportunities to engage in beneficial forms of interaction. In a positive finding, it was found that the intermediate and advanced level participants effectively utilized both adaptive and transfer discourse management strategies. Analysis reveals they took the lead in managing their discourse, and actively engaged in collaborative social interaction involving dialog in the target language. Participant feedback suggests that real time computer-based nature of the interaction provided benefits. These include access to an engaging social context, enjoyment, exposure to new vocabulary, reduced anxiety, and valuable opportunities to practice using a foreign language. This paper concludes by identifying areas of interest for future research.

  15. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network.

    Science.gov (United States)

    Chen, Yuzhong; Weng, Shining; Guo, Wenzhong; Xiong, Naixue

    2016-02-19

    Vehicular ad hoc networks (VANETs) have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency.

  16. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network

    Directory of Open Access Journals (Sweden)

    Yuzhong Chen

    2016-02-01

    Full Text Available Vehicular ad hoc networks (VANETs have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency.

  17. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia;

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  18. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  19. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game About this game Embed the Blood Typing ...

  20. Play the Blood Typing Game

    Science.gov (United States)

    ... Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood transfusion ... of the game 2012 Winner of the Best Game Category by Swedish Learning Awards " The winner has ...

  1. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

    Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.

  2. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    in a number of countries is under pressure. Development of new types of technology which can secure self-sustainability and life quality for elderly has been suggested as way to diminish some of the problems caused by an ageing society. It has been shown that even a small amount of physical activity can...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  3. Clustering Game Behavior Data

    DEFF Research Database (Denmark)

    Bauckhage, C.; Drachen, Anders; Sifa, Rafet

    2015-01-01

    Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons for this data surge are many and include the introduction of new business models, technical innovations, the popularity of online games, and the increasing persistence of games. Irrespective...... of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...

  4. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...

  5. Game theory, alive

    CERN Document Server

    Karlin, Anna R

    2016-01-01

    This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...

  6. Games and Creativity Learning

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

    Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....

  7. Language, games, and minds

    OpenAIRE

    Hirsch, Richard

    2007-01-01

    Language has often been compared to the game of Chess. In this article, I claim that a productive analogy for linguistic interaction would be the Asian board game GO. I further explore common aspects of language use and creative play that we find in improvised ensemble music-making.  What is said about language and games, and language and improvised music-making is then related to a discussion of linguistic interaction as constitutive of thought and mind.

  8. Games and Creativity Learning

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

    Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....

  9. Predictive Game Theory

    Science.gov (United States)

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  10. Impartial coloring games

    CERN Document Server

    Beaulieu, Gabriel; Duchêne, Eric

    2012-01-01

    Coloring games are combinatorial games where the players alternate painting uncolored vertices of a graph one of $k > 0$ colors. Each different ruleset specifies that game's coloring constraints. This paper investigates six impartial rulesets (five new), derived from previously-studied graph coloring schemes, including proper map coloring, oriented coloring, 2-distance coloring, weak coloring, and sequential coloring. For each, we study the outcome classes for special cases and general computational complexity. In some cases we pay special attention to the Grundy function.

  11. On productivity and game fandom

    OpenAIRE

    Hanna Wirman

    2009-01-01

    As a result of its unique characteristics as a technology and a medium, a computer game engages its players with several novel forms of coproductivity, such as modding, the making of machinima videos, and the writing of game play walkthroughs. Depending on the game, genre, and playing style, the player is either expected or encouraged to create game content and game-related texts of her own. This essay discusses the productive practices surrounding computer games, proposing five dimensions of...

  12. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

    In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...

  13. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

    In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...

  14. Minority Games

    Energy Technology Data Exchange (ETDEWEB)

    Metzler, R [Institut fuer Theoretische Physik, Universitaet Wuerzburg, Am Hubland, D-97074 Wuerzburg (Germany)

    2005-02-25

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the

  15. Game, Player, Ethics

    DEFF Research Database (Denmark)

    Vila, Miguel Angel Sicart

    2005-01-01

    turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....

  16. Digital Experience: Serious Games

    DEFF Research Database (Denmark)

    2006-01-01

    hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  17. Mobile Game Probes

    DEFF Research Database (Denmark)

    Borup Lynggaard, Aviaja

    2006-01-01

    This paper will examine how probes can be useful for game designers in the preliminary phases of a design process. The work is based upon a case study concerning pervasive mobile phone games where Mobile Game Probes have emerged from the project. The new probes are aimed towards a specific target...... group and the goal is to specify the probes so they will cover the most relevant areas for our project. The Mobile Game Probes generated many interesting results and new issues occurred, since the probes came to be dynamic and favorable for the process in new ways....

  18. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

    Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.

  19. Handbook of game theory

    CERN Document Server

    Young, Petyon

    2014-01-01

    The ability to understand and predict behavior in strategic situations, in which an individual's success in making choices depends on the choices of others, has been the domain of game theory since the 1950s. Developing the theories at the heart of game theory has resulted in 8 Nobel Prizes and insights that researchers in many fields continue to develop. In Volume 4, top scholars synthesize and analyze mainstream scholarship on games and economic behavior, providing an updated account of developments in game theory since the 2002 publication of Volume 3, which only covers work through the mi

  20. Game user experience evaluation

    CERN Document Server

    Bernhaupt, Regina

    2015-01-01

    Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi