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Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
Annotated Worlds for Animate Characters
ANNOTATED WORLDS FOR ANIMATE CHARACTERS a dissertation submitted to the department of computer science and the committee on graduate studies of stanford university in partial fulfillment of the requirements for the degree of doctor of philosophy Patrick Owen Doyle March 2004 c Copyright by Patrick Owen Doyle 2004 All Rights Reserved ii I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Richard Fikes (Principal Adviser) I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Barbara Hayes-Roth I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Terry Winograd Approved for the University Committee on Graduate Studies. iii Abstract Autonomous intelligent agents designed to appear as convincing “animate” characters are presently quite limited. How useful and how believable they are depends on the extent to which they are integrated into a specific environment for a particular set of tasks. This tight integration of character and context is an inadequate approach in the rapidly-expanding realm of large, diverse, structurally homogeneous but dis- parate virtual environments, of which the Web is only the most obvious example. By separating a character’s core features, which are invariable, from its knowledge of and abilities in any specific environment, and embedding this latter information in the environment itself, we can significantly improve the character’s believability, its utility, and its reusability across a variety of domains. -
The Presentation of Self in Massively Multiplayer Online Games, to Investigate How Players Create and Maintain Versions of Self in These Environments
The Presentation of Self in Massively Multiplayer Online Games Alexander D. Meredith A thesis submitted in partial fulfilment of the requirements of Nottingham Trent University for the degree of Doctor of Philosophy October 2014 Copyright Statement This work is the intellectual property of the author. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of the information contained within this document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed to the owner of the Intellectual Property Rights. 1 Abstract This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate how players create and maintain versions of self in these environments. Key research questions concerned the motivation for engaging in these behaviours, the impact of such activities on their offline lives and for those that did not engage in the active presentation of self, why they did not do this. There were three studies in the thesis, employing a combination of qualitative and quantitative methods. The first study consisted of interviews (n=29), analysed using Grounded theory, and the second an online focus group (n=13 participants) explored using thematic analysis. These results were combined to create a theoretical model for the presentation of self in MMOs. Based on these concept statements a third study (n=408) was created, using an online questionnaire design. Results indicated that a five factor model was the most satisfactory means of explaining the presentation of self in MMOs – with Presentation of the Existing Self, Social Interaction, Gaming Aesthetics, Presenting Different Sides of the Self, and Emotional Impact as the salient factors. -
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. -
A Heuristic Approach for Narrative- Driven Games
nr ik v H e d a ap a l sk M a EFFECTS OF INTERACTIVITY ON NARRATIVE-DRIVEN GAMES: A Heuristic Approach For Narrative- Driven Games Master Degree Project in Informatics One year Level 22,5 ECTS Spring term 2021 Sara Nil Acarsoy Supervisor: Mikael Johannesson Examiner: Per Backlund 1 Abstract In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players. Keywords: Video game narrative, storytelling, interactivity, narrative-driven games, storygames 2 Table of Contents 1. Introduction .................................................................................................................1 1.1 Purpose .............................................................................................................3 1.1.1 Previous Research ......................................................................................5 1.2 Overview and Structure ...................................................................................9 -
Experimental Boss Design and Testing Joseph P
East Tennessee State University Digital Commons @ East Tennessee State University Undergraduate Honors Theses Student Works 5-2015 Experimental Boss Design and Testing Joseph P. Mistretta East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/honors Part of the Game Design Commons, Interactive Arts Commons, Interdisciplinary Arts and Media Commons, and the Other Computer Engineering Commons Recommended Citation Mistretta, Joseph P., "Experimental Boss Design and Testing" (2015). Undergraduate Honors Theses. Paper 402. https://dc.etsu.edu/ honors/402 This Honors Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Undergraduate Honors Theses by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. ABSTRACT Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. Eventually these mechanics are mastered, and surmounted to a lasting sense of accomplishment and success. This project details a personal process of encounter design from initial conception to eventual player testing, along with design choices, outside influences, and development methods. -
Open Jlothian Dissertation-2015
The Pennsylvania State University The Graduate School College of Information Sciences and Technology GAME FEATURES AND TRUST BELIEF FORMATION: A STUDY IN AN MMORPG A Dissertation in Information Sciences and Technology by Jeremy Lothian © 2015 Jeremy Lothian Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December, 2015 The dissertation of Jeremy Lothian was reviewed and approved* by the following: Andrea Tapia Associate Professor of Information Sciences and Technology Graduate Director for Information Sciences and Technology Dissertation Advisor Chair of Committee Gerald Santoro Assistant Professor of Information Sciences and Technology Erika Poole Assistant Professor of Information Sciences and Technology Alison Carr-Chellman Professor of Education Department Head, Learning and Performance Systems Barton Pursel Affiliate Faculty of Information Sciences and Technology Special Member *Signatures are on file in the Graduate School ii ABSTRACT Today’s video games are not simply isolated entertainment to be consumed, but designed human experiences that provide for a rich set of behaviors in naturalistic settings. Despite this, it is uncommon for the use of social science theory to be a primary element of game design. One particularly interesting element of social behavior that could be applied to game design is trust. But, as part of a complex social process, trust has been difficult to both design and study. This research considered and extended a cognitive model of trust and used it to explore and evaluate how features in the massively multiplayer role playing games (MMORPG) World of Warcraft (WoW) effected the formation of trust beliefs. Qualitative analytic induction was used to evaluate data and assess changes in the trust theory. -
The Wounded Healer As Cultural Archetype
CLCWeb: Comparative Literature and Culture ISSN 1481-4374 Purdue University Press ©Purdue University Volume 14 (2012) Issue 1 Article 11 The Wounded Healer as Cultural Archetype Galia Benziman Open University (Raanana) Ruth Kannai Hebrew University Medical School Ayesha Ahmad University of Exeter Follow this and additional works at: https://docs.lib.purdue.edu/clcweb Part of the Comparative Literature Commons, and the Critical and Cultural Studies Commons Dedicated to the dissemination of scholarly and professional information, Purdue University Press selects, develops, and distributes quality resources in several key subject areas for which its parent university is famous, including business, technology, health, veterinary medicine, and other selected disciplines in the humanities and sciences. CLCWeb: Comparative Literature and Culture, the peer-reviewed, full-text, and open-access learned journal in the humanities and social sciences, publishes new scholarship following tenets of the discipline of comparative literature and the field of cultural studies designated as "comparative cultural studies." Publications in the journal are indexed in the Annual Bibliography of English Language and Literature (Chadwyck-Healey), the Arts and Humanities Citation Index (Thomson Reuters ISI), the Humanities Index (Wilson), Humanities International Complete (EBSCO), the International Bibliography of the Modern Language Association of America, and Scopus (Elsevier). The journal is affiliated with the Purdue University Press monograph series of Books in Comparative Cultural Studies. Contact: <[email protected]> Recommended Citation Benziman, Galia; Kannai, Ruth; and Ahmad, Ayesha. "The Wounded Healer as Cultural Archetype." CLCWeb: Comparative Literature and Culture 14.1 (2012): <https://doi.org/10.7771/1481-4374.1927> This text has been double-blind peer reviewed by 2+1 experts in the field. -
Participant Observation of Griefing in a Journey Through World of Warcraft
Loading… The Journal of the Canadian Game Studies Association Vol 10(17): 40-59 http://loading.gamestudies.ca Participant Observation of Griefing in a Journey Through World of Warcraft Leigh Achterbosch, Charlynn Miller & Peter Vamplew Federation University Australia [email protected]; [email protected]; [email protected] Abstract Through the ethnographic method of participant observation in World of Warcraft, this paper aims to document various actions that may be considered griefing among the Massively Multiplayer Online Role-Playing Game (MMORPG) community. Griefing as a term can be very subjective, so witnessing the anti-social and intentional actions first-hand can be used as a means to understand this subjectivity among players as well as produce a thorough recount of some of the toxic behavior in this genre. The participant observation was conducted covertly across several years and expansions of World of Warcraft and the author became familiar with many griefing related actions; although some of these were perceived by the author as acceptable gameplay elements. Author Keywords Massively Multiplayer Online games; MMORPG; Participant observation; griefing; Warcraft; WoW; Introduction World of Warcraft (WoW) is a popular and well-known Massively Multiplayer Online Role- Playing Game (MMORPG), which peaked at 12 million monthly subscribers (Blizzard Entertainment, 2010) and just recently reached its 13th anniversary (Blizzard Entertainment, 2017). The genre that WoW resides within has a very strong global population that continues to grow beyond its billion-dollar industry (Boudreau, 2008). Due to the mixture of competitive and cooperative social play, a varied demographic, and the anonymity available to players, griefing has become quite pervasive in MMORPGs (Achterbosch, 2015). -
Challenge and Retention in Games
UC Irvine UC Irvine Electronic Theses and Dissertations Title Challenge and Retention in Games Permalink https://escholarship.org/uc/item/6k3357qx Author Debeauvais, Thomas Publication Date 2016 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Challenge and Retention in Games DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Informatics by Thomas Debeauvais Dissertation Committee: Professor Cristina V. Lopes, Chair Professor Gary Olson Assistant Professor Joshua Tanenbaum 2016 Parts of Chapters 3, 4, 5, and 7 c 2010-2016 ACM All other materials c 2016 Thomas Debeauvais TABLE OF CONTENTS Page LIST OF FIGURES vi LIST OF TABLES viii ACKNOWLEDGMENTS x CURRICULUM VITAE xi ABSTRACT OF THE DISSERTATION xii 1 Introduction 1 1.1 Motivation . 2 1.2 Thesis and Research Questions . 3 1.3 Approach . 3 1.4 Contributions . 6 1.5 Organization of the Dissertation . 7 2 Related Work 8 2.1 Enjoyment . 9 2.1.1 Motivations . 9 2.1.2 Player Types . 11 2.2 Retention . 13 2.2.1 Engagement . 13 2.2.2 Churn . 14 2.2.3 Longitudinal Studies . 16 2.3 In-Game Behavior . 16 2.3.1 Social Sciences . 16 2.3.2 Improving Gameplay . 18 2.3.3 In-Game Purchases . 19 2.4 Summary . 20 3 Ragnarok Online 22 3.1 Gameplay . 22 3.2 Private Servers . 25 3.3 Methods and Limitations . 26 ii 3.4 Supporting Group Play . 28 3.4.1 Tweaking Group Parameters . 29 3.4.2 The who Command . -
A Thesis Entitled Usage of Emotes and Emoticons in a Massively
A Thesis entitled Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game by Leanna Marie Diaz Submitted to the Graduate Faculty as partial fulfillment of the requirements for the Master of Arts Degree in English with Concentration in ESL _________________________________________ Dr. Douglas W. Coleman, Committee Chair _________________________________________ Dr. Anthony Edgington, Committee Member _________________________________________ Dr. Kasumi Yamazaki, Committee Member _________________________________________ Dr. Amanda Bryant-Friedrich, Dean College of Graduate Studies The University of Toledo August 2018 Copyright 2018, Leanna Marie Diaz This document is copyrighted material. Under copyright law, no parts of this document may be reproduced without the expressed permission of the author. An Abstract of Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game by Leanna Diaz Submitted to the Graduate Faculty as partial fulfillment of the requirements for the Master of Arts Degree in English with Concentration in ESL The University of Toledo August 2018 When playing a Massively Multiplayer Online Role-Playing Game (MMORPG), methods of communication are more restricted in comparison to real life. Although methods of communicating through voice chat are commonly provided or are readily available through third party software, players of MMORPGs are often faced with the inability to express real-life body language, facial expressions and other non-verbal cues. To compensate for this, players are offered a variety of in-game emotes which allows them to be able to make their in-game character perform predetermined actions such as dancing or hugging. A string of text may also narrate the action. In other words, it is possible to have a player’s character actually hug another character within the game. -
Applications and Criticisms Using Narrative Space in Video Game Design and Conceptualization
APPLICATIONS AND CRITICISMS USING NARRATIVE SPACE IN VIDEO GAME DESIGN AND CONCEPTUALIZATION: THE CONCEPT OF [SIB] A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MIA K. DIETRICH DR. ROBERT BROOKEY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2016 TABLE OF CONTENTS Introduction………………………………………………………………………………..3 Literature Review………………………………………………………………………….5 Narrative vs. Mechanical Space: A Study of Dark Souls……………………………..…12 [Sib]’s Story……………………………………………………………………………...27 Ludological Story Structure……………………………………………………………...33 Game Mechanics………………………………………………………………………....35 Conclusion………………………………………………………………………………..43 Appendix A (Script)……………………………………………………………………...43 Appendix B (Major Beat Sheet)…………………………………………………….........65 Works Cited………………………………………………………………………………68 INTRODUCTION [Sib] is a third-person, action-adventure, role-playing game for the PlayStation 4, Xbox One, and PC. The player’s agency and movement throughout the game heavily immerse her in a magical, verdant, and tropical environment through the points of view (POVs) of three main characters; each of whom go on differing geographical journeys to rid the world of a viral plague. The game is targeted toward audiences who miss playing classic fantasy RPGs, as well as playing action games that can create addictive gameplay without the need for guns. These same players may also ask for something more western and modern in terms of narrative spatial structure, storytelling, and gameplay. Many of today’s fantasy RPGs are on handheld devices, but there is a large, untapped market for colorful fantasy games to be brought back to consoles and PCs. These audiences want a fresh environment and story with an intense, magical atmosphere. The battle system for [Sib] is real-time and action-based, similar to Dark Souls, and Kingdom Hearts.