Leveraging the Proteus Effect to Motivate Emotional Support in a Serious Game for Mental Health
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AVG Android App Performance and Trend Report H1 2016
AndroidTM App Performance & Trend Report H1 2016 By AVG® Technologies Table of Contents Executive Summary .....................................................................................2-3 A Insights and Analysis ..................................................................................4-8 B Key Findings .....................................................................................................9 Top 50 Installed Apps .................................................................................... 9-10 World’s Greediest Mobile Apps .......................................................................11-12 Top Ten Battery Drainers ...............................................................................13-14 Top Ten Storage Hogs ..................................................................................15-16 Click Top Ten Data Trafc Hogs ..............................................................................17-18 here Mobile Gaming - What Gamers Should Know ........................................................ 19 C Addressing the Issues ...................................................................................20 Contact Information ...............................................................................21 D Appendices: App Resource Consumption Analysis ...................................22 United States ....................................................................................23-25 United Kingdom .................................................................................26-28 -
Digital Essay Script Writing Guide (Podcasts, Documentary, TED Talks, RSA Videos)
Digital Essay Script Writing Guide (Podcasts, Documentary, TED Talks, RSA Videos) General Guidelines ● Use a script to sound more focused, produced, and polished and to ensure that information is clear, concise, and in order. A script helps you retain full control of the content. ● A script should be invisible. When delivered, it shouldn’t sound like a script. If it sounds like a script, your program won’t sound spontaneous and won’t sound friendly to your audience. ● The invisibility of your script depends on how it’s written and how it’s presented. ● Conversational writing needs to sound natural, not stilted and artificial. The best way to see if your copy sounds natural is to read it out loud. Do you have to stop for a breath in the middle of a sentence? The sentence is too long. Do you repeatedly stumble in your reading when you get to a certain point in your script? The idea or wording isn’t clear. ● For podcasts, write for the ear, not the eye. Text written for the eye can be more complex and still not lose the meaning because readers linger over the text until they figure out your meaning. Scripts written for the ear go by literally at the speed of sound. They have to be much simpler. ● Write clearly. Listeners only hear it once, unless they replay it. You can’t count on them to do that, so your meaning has to be clear the first time your listeners hear it. ● Interview-style podcast – script the introduction and closing and outline the questions. -
Download Super Mario Run Full Android Free
download super mario run full android free Beginner's Guide: How to play Super Mario Run - updated for 2.0! Updated March 2017: We've added the biggest new features of version 2.0! Super Mario Run is now available in the App Store for the iPhone. It is Nintendo's second mobile game in history (the first being Miitomo and Mario's first game on a mobile device. Like any good Super Mario Bros. game, it has plenty of skill-based content: You'll have to plan your strategy and learn how to time your moves just right if you want to get all of the goodies on any given level. Super Mario Run is free to download. You can play the first three levels of World 1 and 20 seconds of the boss level for free; after that, you'll have to unlock the rest of the game for $9.99. Believe me, you'll want to buy this game once you've played 30 seconds of the first level. It'll hook you in! There are three modes of gameplay; World Tour, Toad Rally, and kingdom building. Each one assists in unlocking other modes. Completing levels in World Tour unlocks new courses in Toad Rally, which unlocks new Toad colors, which unlocks new buildings for your kingdom. As such, you'll want to play everything every day. There are 24 levels across six worlds in World Tour mode. While you can race through all 24 levels in just a few hours, you'll miss out on the real fun of the game: the strategy! If you want to know how to score big in Super Mario Run, our beginner's guide will show you the way. -
The Priming Effects of Avatars in Virtual Settings
Communication Research 36(6) 838 –856 The Priming Effects of Avatars © The Author(s) 2009 Reprints and permission: http://www. in Virtual Settings sagepub.com/journalsPermissions.nav DOI: 10.1177/0093650209346802 http://crx.sagepub.com Jorge Peña,1 Jeffrey T. Hancock,2 and Nicholas A. Merola1 Abstract The study extends research on the Proteus effect by demonstrating that avatars can prime negative attitudes and cognition in desktop virtual settings. Experiment 1 shows that, after virtual group discussions, participants using black-cloaked avatars developed more aggressive intentions and attitudes but less group cohesion than those using white-cloaked avatars. In Experiment 2, individual participants using a Ku Klux Klan (KKK)-associated avatar created more aggressive Thematic Apperception Test stories in comparison to a control group. Participants using the KKK avatar also wrote less affiliative stories in comparison to those employing avatars dressed as doctors. Overall, the resulting pattern of activation of negative thoughts (i.e., aggression) coupled with the inhibition of inconsistent thoughts (i.e., cohesion, affiliation) is consistent with principles of current priming models and provides initial evidence for automatic cognitive priming in virtual settings. Keywords Priming, automaticity, avatars, computer-mediated communication, Proteus effect, media effects, virtual environments When people play video games and interact in virtual environments, they adopt social stereotypes and roles (e.g., soldier, doctor, mafioso, wizard) and interact in situations that go beyond real life (Shapiro, Peña, & Hancock, 2006). In doing so, people “become” someone else by employing digital bodies or avatars that serve as users’ self-representation in a virtual setting (Eastin, 2006; Yee & Bailenson, 2007). -
Nintendo Giving Sneak Peak at Newest Console 20 October 2016
Nintendo giving sneak peak at newest console 20 October 2016 Japanese gamers were caught up in the excitement. "Finally it will be revealed. I must watch the video," one Twitter user said. The new console could be vital for Nintendo which is looking for a hit product to offset slowing demand for its Wii U console. After years of pressure, Nintendo—which also created the Donkey Kong and Legend of Zelda brands—abandoned a consoles-only policy and entered into the smartphone game market this summer with the Pokemon Go app. The new console could be vital for Nintendo which is looking for a hit product to offset slowing demand for its Pokemon has been popular in Japan since first Wii U console being launched as software in 1996 for Nintendo's iconic Game Boy console. In March, the company released "Miitomo"—a free- Japanese videogame giant Nintendo said to-play and interactive game that allows users to Thursday it will offer gamers a sneak peek at a create "Mii" avatars—as it tries to compete in an long-awaited new console that could be key to industry that has increasingly gone online. boosting its bottom line. © 2016 AFP The Super Mario maker is planning to put a three- minute video about the "console with a completely new concept" on its website at 11:00 pm Japan time (1400 GMT) Thursday. "It's a short video but please take a look," it said on Twitter. The Kyoto-based firm, which successfully forayed into the smartphone game market with the release of Pokemon Go earlier this year, has not given any details about the new console, codenamed NX, except that it will be rolled out March 2017. -
Do Avatars Make a Difference in How We Play the Game? Chris Christou*† Despina Michael*
Aliens versus Humans: Do avatars make a difference in how we play the game? Chris Christou*† Despina Michael* *GETLab, Cyprus University of Technology, Limassol, Cyprus. †University of Nicosia, Nicosia, Cyprus. [email protected], [email protected] Abstract— an immersive first-person 3D computer game was a vantage point outside of their virtual bodies and as such can designed and developed to investigate if the visual characteristics see the character they are controlling from a distance. One of a player’s avatar influences their behavior. Two types of possible benefit of the first-person perspective is that the player gender-matched biped avatar were used: Normal looking can identify more with their character and become more Humanoids and tougher looking Aliens. In the game, players had immersed in the virtual scene in which the action takes place. to block incoming projectiles fired from two canons with their First-person shooters, for example, became a genre of video hands. The number of times the players were hit as well as a games in their own right and defined the era of the video games measure of how hard they hit the projectiles was recorded. console with notable examples such as Doom, Half-Life and Results show differences in these measures dependent on the type Halo. of avatar used, in line with previous findings whereby people appear to be influenced by the perceived characteristics of their Like most games, first-person shooters involve an avatar digital representation. that is controlled by using either a keyboard or joystick. The player can move through the 3D scene, point and shoot a gun, Keywords—virtual reality; avatar; first-person computer game; and view a head up display of their health and ammunition. -
A Rhizomatic Reimagining of Nintendo's Hardware and Software
A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American -
Nintendo's First Smartphone Game Attracts Over One Million Users 22 March 2016
Nintendo's first smartphone game attracts over one million users 22 March 2016 The news sent shares in Nintendo soaring 8.18 percent higher to close at 16,515 yen Tuesday, a day after a national holiday. The official Twitter account for the game said on Saturday the company was surprised the game attracted so many players so quickly. Nintendo has struggled as Sony and Microsoft outpaced it in console sales. The three companies are also fighting off a trend toward cheap—even free—downloadable games for smartphones and other mobile devices. A customer looks at Nintendo video game software at a store in Tokyo Nintendo said on Tuesday its first smartphone game attracted more than one million users three days after release—good news for the Japanese game giant that was long reluctant to stray from its console-only policy. Last week Nintendo released "Miitomo"—a free-to- play and interactive game which allows users to create "Mii" avatars—as it tries to compete better with rivals. Users can customise the avatars' outfit through in- app purchases and interact with characters created by other people or friends. The avatars ask players questions such as "What did you do on the weekend?" and "What is your favourite food?", with the answers shared with other characters. The number of users for the game, rolled out in Japan last Thursday, surpassed the one million mark on Saturday, a spokeswoman said, adding Nintendo President Tatsumi Kimishima announces the the company does not have an updated figure. company's financial results and future of corporate 1 / 2 strategy during a press briefing in Tokyo, in October 2015 Kyoto-based Nintendo had been criticised for its longstanding refusal to license some of its iconic brands for use on mobile applications. -
Be Me, Or Be Mii?: a Study of Self-Presentation and Interaction in the Miitomo Mobile Application
Human Performance Gaming CHI 2017, May 6–11, 2017, Denver, CO, USA Be Me, or Be Mii?: A Study of Self-Presentation and Interaction in the Miitomo Mobile Application Anna Kasunic Geoff Kaufman Carnegie Mellon University Carnegie Mellon University Pittsburgh, PA, USA Pittsburgh, PA, USA [email protected] [email protected] ABSTRACT In Miitomo, each user is represented by and interacts In this study, we consider what Nintendo’s widely through an animated, talking “Mii,” a free-form digital downloaded Miitomo mobile application, which avatar. Users begin by setting up their own Mii and simultaneously promotes non-idealized self-fictionalization answering a series of questions about themselves; other and authentic self-presentation, can suggest to us about self- users can later see/hear one another’s responses when their presentation and technology design. Ten groups of four Miis “converse.” The app allows users to answer questions friends each (N=40), all novice users, engaged with posed by their own Miis or others’ Miis, hear responses to Miitomo for one week, and completed supplementary pre- questions from other Miis, comment on or “heart” (i.e., and post-use surveys. The data were analyzed to assess the “like”) these responses, and change their Miis’ clothing. extent to which participants’ engagement in Miitomo reflected their “real life” selves and correlated with in-app As we will discuss in more depth momentarily, some and “real life” features, respectively. Although most elements of the app encourage users to self-fictionalize, but participants believed that their behaviors within the app others pull for more authentic self-presentation. -
Notice of the 76Th Annual General Meeting of Shareholders (160KB)
These documents have been translated from Japanese originals for reference purposes only. In the event of any discrepancy between these translated documents and the Japanese originals, the originals shall prevail. The Company assumes no responsibility for this translation or for direct, indirect or any other forms of damages arising from the translations. (Securities Code 7974) June 7, 2016 To Shareholders with Voting Rights: Tatsumi Kimishima Director and President Nintendo Co., Ltd. 11-1 Hokotate-cho, Kamitoba, Minami-ku, Kyoto, Japan NOTICE OF THE 76TH ANNUAL GENERAL MEETING OF SHAREHOLDERS Dear Shareholders: We would like to extend our deepest sympathy and condolences to all those who have suffered due to the earthquakes that occurred around Kumamoto Prefecture in April. You are cordially invited to attend the 76th Annual General Meeting of Shareholders of Nintendo Co., Ltd. (the “Company”). The meeting will be held for the purposes as described below. If you are unable to attend the meeting, you can exercise your voting rights in writing by submitting the Voting Rights Exercise Form, or via the Internet. Please review the Reference Documents for the General Meeting of Shareholders (described hereinafter), and cast your vote by 5 p.m. on Tuesday, June 28, 2016 Japan time. 1. Date and Time: Wednesday, June 29, 2016 at 10 a.m. Japan time (reception will open at 9 a.m.) 2. Place: Seventh floor conference room in the Development Center of the Company, located at 2-1 Minamimatsuda-cho, Higashikujo, Minami-ku, Kyoto, Japan 3. Meeting Agenda: Matters to be reported: 1. The Business Report, Consolidated Financial Statements for the Company’s 76th Fiscal Year (April 1, 2015 - March 31, 2016) and results of audits by the Accounting Auditor and the Board of Auditors of the Consolidated Financial Statements 2. -
Effects of Avatar Appearance on User Perception and Behavior: Role of Labels and Cognitive Mediation in the Proteus Effect A
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by ScholarSpace at University of Hawai'i at Manoa EFFECTS OF AVATAR APPEARANCE ON USER PERCEPTION AND BEHAVIOR: ROLE OF LABELS AND COGNITIVE MEDIATION IN THE PROTEUS EFFECT A THESIS SUBMITTED TO THE GRADUATE DIVISION OF THE UNIVERSITY OF HAWAI‘I AT MĀNOA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS IN COMMUNICOLOGY DECEMBER 2016 By Justice Quick Thesis Committee: Robert Kelly Aune, Chairperson Min-Sun Kim Hye Eun Lee Keywords: avatar, Proteus Effect, stereotype, self-perception, priming Abstract Previous studies suggest avatar appearance can influence user cognition and behavior (i.e., the Proteus Effect), though the mechanism responsible is debated. This study examined whether the mechanisms proposed by two explanations of the Proteus Effect could be experimentally induced and subsequently measured via assessing user response time when rating their avatar’s traits. This study also explored whether in-game labels used to describe an avatar can bias users’ interpretations of their avatars in label- consistent ways, and potentially lead to similar changes in users’ offline behaviors. It was predicted that users generating their own evaluations of their avatars would do so more quickly than users asked to generate evaluations from the perspective of imagined others, and that users would rate their avatars in a manner stereotypically consistent with the avatar label. Participants were brought into a laboratory and played as an avatar in the desktop computer game The Sims before rating their avatar and squeezing a handgrip apparatus intended to measure potential changes in participants’ offline behavior. -
Petition for Cancelation
Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA743501 Filing date: 04/30/2016 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Petition for Cancellation Notice is hereby given that the following party requests to cancel indicated registration. Petitioner Information Name Organization for Transformative Works, Inc. Entity Corporation Citizenship Delaware Address 2576 Broadway #119 New York City, NY 10025 UNITED STATES Correspondence Heidi Tandy information Legal Committee Member Organization for Transformative Works, Inc. 1691 Michigan Ave Suite 360 Miami Beach, FL 33139 UNITED STATES [email protected] Phone:3059262227 Registration Subject to Cancellation Registration No 4863676 Registration date 12/01/2015 Registrant Power I Productions LLC 163 West 18th Street #1B New York, NY 10011 UNITED STATES Goods/Services Subject to Cancellation Class 041. First Use: 2013/12/01 First Use In Commerce: 2015/08/01 All goods and services in the class are cancelled, namely: Entertainment services, namely, an ongo- ing series featuring documentary films featuring modern cultural phenomena provided through the in- ternet and movie theaters; Entertainment services, namely, displaying a series of films; Entertain- mentservices, namely, providing a web site featuring photographic and prose presentations featuring modern cultural phenomena; Entertainment services, namely, storytelling Grounds for Cancellation The mark is merely descriptive Trademark Act Sections 14(1) and 2(e)(1) The mark is or has become generic Trademark Act Section 14(3), or Section 23 if on Supplemental Register Attachments Fandom_Generic_Petition.pdf(2202166 bytes ) Fandom Appendix pt 1.pdf(4769247 bytes ) Fandom Appendix pt 2.pdf(4885778 bytes ) Fandom Appendix pt 3.pdf(3243682 bytes ) Certificate of Service The undersigned hereby certifies that a copy of this paper has been served upon all parties, at their address record by First Class Mail on this date.