Video Game Genre Classification Based on Deep Learning
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Towards Procedural Map and Character Generation for the MOBA Game Genre
Ingeniería y Ciencia ISSN:1794-9165 | ISSN-e: 2256-4314 ing. cienc., vol. 11, no. 22, pp. 95–119, julio-diciembre. 2015. http://www.eafit.edu.co/ingciencia This article is licensed under a Creative Commons Attribution 4.0 by Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo1 and Esmitt Ramírez2 Received: 15-12-2014 | Accepted: 13-03-2015 | Online: 31-07-2015 MSC:68U05 | PACS:89.20.Ff doi:10.17230/ingciencia.11.22.5 Abstract In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. Key words: procedural content generation; multiplayer on-line battle aren; video game; balanced game 1 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. 2 Universidad Central de Venezuela, Caracas, Venezuela, [email protected]. Universidad EAFIT 95j Towards Procedural Map and Character Generation for the MOBA Genre Game Generación procedimental de mapas y personajes para un juego del género MOBA Resumen En este artículo, presentamos un enfoque empleando algoritmos procedu- rales en la creación de mapas y adaptación dinámica de personajes en un videojuego MOBA, preservando el aspecto de balance para los jugadores. -
Need for Presence and Other Motivations for Video Game Play Across Genres
Need for Presence and Other Motivations for Video Game Play across Genres By Paul Skalski1, Francis Dalisay1, Matthew Kushin2, and Yung-I Liu1 1 School of Communication, Cleveland State University 2 Department of Communication, Shepherd Univesrity. {[email protected], [email protected], [email protected], [email protected]} Abstract to game use across multiple genres and platforms, This study extends work on player types as including MMOs and other popular forms of gaming. motivations for video game play in two primary ways. First, it draws from the presence literature and considers 2. Literature Review how a person’s “need for presence” relates to established player types. Second, it expands the predictive utility of 2.1. The Specific Popularity of Video Games player type research and explores how motivations for play relate to game use across multiple genres and Most published video game research to date has platforms, including MMOs and other popular forms of reported general sales figures or general usage data in the gaming. It accomplishes these goals by reporting the introduction (e.g., Skalski, Tamborini, Shelton, Buncher, results of an online survey of gamers (N = 253). Results & Lindmark, 2011), seemingly to justify video games as a suggest that player motivations do relate to specific game subject of scientific inquiry. This common practice may use and are discussed in light of the video game and be necessary given the perception by some that games are presence literatures.. trivial, but an unfortunate consequence is that it neglects the comple ity o the “ ideo ame se” constr ct People Keywords--- Keyword 1, keyword 2 are not only spending many hours consuming video games, but they are spending long hours consuming specific forms of video games. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Beyond Hours of Video Gameplay: Connections Between Verbal Aggressiveness, Genre Preference, and Technology Used
University of Kentucky UKnowledge Communication Faculty Publications Communication 2-19-2021 Beyond Hours of Video Gameplay: Connections Between Verbal Aggressiveness, Genre Preference, and Technology Used William T. Howe University of Kentucky, [email protected] Ioana A. Cionea University of Oklahoma, [email protected] Follow this and additional works at: https://uknowledge.uky.edu/comm_facpub Part of the Communication Technology and New Media Commons, Interpersonal and Small Group Communication Commons, and the Sports Studies Commons Right click to open a feedback form in a new tab to let us know how this document benefits ou.y Repository Citation Howe, William T. and Cionea, Ioana A., "Beyond Hours of Video Gameplay: Connections Between Verbal Aggressiveness, Genre Preference, and Technology Used" (2021). Communication Faculty Publications. 21. https://uknowledge.uky.edu/comm_facpub/21 This Article is brought to you for free and open access by the Communication at UKnowledge. It has been accepted for inclusion in Communication Faculty Publications by an authorized administrator of UKnowledge. For more information, please contact [email protected]. Beyond Hours of Video Gameplay: Connections Between Verbal Aggressiveness, Genre Preference, and Technology Used Digital Object Identifier (DOI) https://doi.org/10.1016/j.chbr.2021.100063 Notes/Citation Information Published in Computers in Human Behavior Reports, v. 3. © 2021 The Author(s) This is an open access article under the CC BY license (https://creativecommons.org/licenses/by/4.0/). This article is available at UKnowledge: https://uknowledge.uky.edu/comm_facpub/21 Computers in Human Behavior Reports 3 (2021) 100063 Contents lists available at ScienceDirect Computers in Human Behavior Reports journal homepage: www.journals.elsevier.com/computers-in-human-behavior-reports Beyond hours of video gameplay: Connections between verbal aggressiveness, genre preference, and technology used William T. -
Video Gameplay, Personality and Academic Performance
Author's personal copy Computers & Education 58 (2012) 1260–1266 Contents lists available at SciVerse ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu Video gameplay, personality and academic performance Matthew Ventura*, Valerie Shute, Yoon Jeon Kim Florida State University, 1114 W. Call St., Tallahassee, FL 32306, USA article info abstract Article history: The relationship between video gameplay, video game genre preference, personality, and GPA was Received 14 November 2011 investigated in an online correlational study with university students. In addition to administering self- Received in revised form report measures of GPA and personality, we asked three different questions regarding styles of video 29 November 2011 gameplay. The first asked the average time spent playing video games per week (habitual players), the Accepted 30 November 2011 second asked the total time spent playing favorite video games (selective players), and the third asked the number of different video games played in a year (diverse players). Students who were medium in Keywords: selective player style (spent 11–50 h) had significantly higher GPAs than students low on selective player Interdisciplinary projects – fi Lifelong learning style (spent 0 10 h). Students high on habitual playing style (7 or more hours a week) showed signi - – Media in education cantly lower levels of Conscientiousness compared to students low on habitual playing style (0 1h Multimedia/hypermedia systems a week). Students who were high on the diverse style (i.e., 7 or more games played a year) showed significantly higher Openness scores than students low on the diverse style (0–3 games a year). Finally, several notable relations were found between video game genre preference, GPA, and personality. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Video Game Genre (Video Games)
Video game genre (Video Games) AUTHOR strategy’ on Wikipedia, regardless of the fact that Tim Wulf, Daniel Possler, Johannes Breuer they have rather different settings (science fic- tion vs. historic). KEYWORDS video games, types of games, gameplay characteris- To ensure that games are classified into a few, tics, narrative themes, genre clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), BRIEF DESCRIPTION many content analyses define potential values of The variable ‚genre‘ aims to identify and compare the genre variable in a first step (see below). For different types of games, mainly in terms of ga- example, while IGN (www.ign.com) currently ca- meplay differences (i.e., rules and players’ possi- tegorizes games in 27 different genre categories, bilities to interact with a game). Genre is usually studies mostly only differentiate between 9-15 coded by using external video game databases, genres (see below). In a second step, the appro- such as those published on journalistic websites. priate value of the variable for a given game is coded based on the external sources. Additio- FIELD OF APPLICATION/THEORETICAL FOUNDATION nally, rules need to be developed that determi- The variable ‘genre’ is often used in content ana- ne how to deal with potential conflicts. At first, lyses of video games to identify and compare if coding is based on multiple sources, it needs different types of games. Lynch et al (2016), for to be decided how to deal with potential conflicts example, investigate whether the number of se- between these sources. For example, Haninger xualized characters differ between various video and Thompson (2004) report that “the genre game genres (Action, Adventure, Fighting, Plat- most frequently used” (p. -
Motivations for the Use of Video Game Streaming Platforms: the Moderating Effect of Sex, Age and Self-Perception of Level As a Player
International Journal of Environmental Research and Public Health Article Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player Luis Javier Cabeza-Ramírez * , Sandra M. Sánchez-Cañizares and Fernando J. Fuentes-García Faculty of Law, Business and Economic Sciences, University of Córdoba, Puerta Nueva s/n, 14071 Córdoba, Spain; [email protected] (S.M.S.-C.); [email protected] (F.J.F.-G.) * Correspondence: [email protected]; Tel.: +34-957-212-688 Received: 17 August 2020; Accepted: 22 September 2020; Published: 25 September 2020 Abstract: A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player. -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
Desarrollo De Un Nivel De Un Videojuego Tipo Plataformas En 3D
Desarrollo de un Nivel de un Videojuego Tipo Plataformas en 3D Santiago Torres Díaz Universidad Militar Nueva Granada Facultad de Ingeniería Ingeniería en Multimedia Bogotá D.C., Colombia 2014 Desarrollo de un Nivel de un Videojuego Tipo Plataformas en 3D Santiago Torres Díaz Modalidad: Desarrollo Tecnológico Director: Álvaro Joffre Uribe Universidad Militar Nueva Granada Facultad de Ingeniería Ingeniería en Multimedia Bogotá D.C., Colombia 2014 AGRADECIMIENTOS Dedicado a todos mis queridos amigos y al League of Legends, sin los cuales habría terminado esto unos seis meses antes. 3 DEDICATORIA Agradezco inmensamente a mis padres quienes siempre han estado a mi lado en todo momento y me han inspirado a continuar, sin importar los obstáculos que se presenten. Al Doctor Alvaro Joffre Uribe Quevedo quien me ha ayudado durante el proceso de desarrollo de este proyecto. 4 RESUMEN La falta de atención y velocidad de reacción en las personas debido a la cantidad de información que manejan a través de diferentes estímulos simultáneos afecta la calidad de vida de las personas, debido a que niega la posibilidad de realizar varias tareas de una manera eficiente y rápida, incluso varias al tiempo haciéndolas más vulnerables a cometer errores cuando lo intentan. El uso de videojuegos puede ayudar a las personas a mejorar su coordinación y velocidad de reacción a múltiples estímulos visuales y auditivos, y esto puede tener repercusiones positivas en su vida diaria, estas destrezas pueden ser muy útiles en el caso de realizar trabajos como la operación de máquinas como el sistema quirúrgico Da Vinci por parte de los médicos, de maquinaria pesada por los operarios o el simple hecho de conducir.