Looking for Culture in Video Games: Three Conceptual Approaches
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Historical Game of Majapahit Kingdom Based on Tactical Role-Playing Game
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game Mohammad Fadly Syahputra, Muhammad Kurniawan Widhianto and Romi Fadillah Rahmat Department Information Technology, Faculty of Computer Science and Information Technology, University of Sumatera Utara, Medan, Indonesia Keywords: Cut-out Animation, History, Majapahit, Role-playing Game, Tactical Role-playing Game, Turn based Strategy, Video Game. Abstract: Majapahit was a kingdom centered in East Java, which once stood around year 1293 to 1500 C. Majapahit kingdom was the last Hindu-Buddhist kingdom that controlled Nusantara and is regarded as one of the greatest kingdom in Indonesia. The lack of modern entertainment content about the history of Majapahit kingdom made historical subject become less attractive. Therefore, we need a modern entertainment as one option to learn about the fascinating history of the kingdom of Majapahit. In this study the authors designed a video game about history of Majapahit kingdom with the genre of tactical role-playing game. Tactical role-playing game is a sub genre of role playing game by using system of turn-based strategy in every battle. In tactical role-playing game, players will take turns with the opponent and can only take action in their turn and each character will have an attribute and level as in role-playing game video game. This study used the A* algorithm to determine the movement direction of the unit and cut-out techniques in the making of animation. This study demonstrated that video games can be used as a media to learn about history. 1 INTRODUCTION only used as an entertainment, but also can be used as a story telling, and sometimes game also can be mixed Majapahit was a kingdom centered in East Java, with educational elements to train someone. -
Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
A Proof-Of-Concept Study with Sid Meier's Civilization
Review of Managerial Science https://doi.org/10.1007/s11846-020-00378-0 ORIGINAL PAPER Good gamers, good managers? A proof‑of‑concept study with Sid Meier’s Civilization Alexander Simons1 · Isabell Wohlgenannt1 · Markus Weinmann2 · Stefan Fleischer3 Received: 14 August 2018 / Accepted: 9 January 2020 © The Author(s) 2020 Abstract Human resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamifcation”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, of-the-shelf video games are not or are only rarely used to screen or test candi- dates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We fnd that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including players’ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic “stealth assessments,” including personality assessments. Keywords Assessment · Gamifcation · Recruitment · Human resources · Serious games · Video games JEL Classifcation J24 · M51 * Alexander Simons [email protected] Extended author information available on the last page of the article Vol.:(0123456789)1 3 A. -
Exploring How Players Create Emergent
Exploring how players create emergent narrative and character in strategy games Dr Jacqueline Burgess University of the Sunshine Coast Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Professor Christian Jones University of the Sunshine Coast Engage Research Lab Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Keywords Emergent narrative, strategy games, qualitative research INTRODUCTION Emergent narratives are created by players through their gameplay (Moser and Fang 2015). Research into emergent narratives has focused on simulation games, such as The Sims (Maxis 2000-2019) (Murray 2006; Perlin 2006), while other game genres with the capacity for players to create emergent narratives, such as strategy games, have remained underexplored. Strategy video games typically use few narrative elements (characterisation, cut-scenes, and linear plots) when compared to other video game genres such as action-adventure (King and Krzywinska 2002). Instead, the gameplay focuses on players selecting a faction, raising armies to conquer neighbouring factions, or engaging in diplomacy with them, and administrating cities (Ghitta & Andrikopoulos 2009). However, there is evidence that players still find narrative resources through this gameplay. Friedman’s (1999) analysis of the strategy game, Civilisation II (MicroProse 1996), found that players exploration of the geography within the game and the changes they made to it provided them with a story. Furthermore, players of developer Paradox’s ‘grand strategy games’ (Paradox Development Studio 2000-2019) are known to create ‘After-Action Reports’ (AARs), in which players using screenshots and text create long and detailed accounts of their gameplay that are more like stories, rather than factual reports (Mukherjee 2016; Poole 2018). -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
The Impacts of Video Games on Cognition 2015, Vol
BBSXXX10.1177/2372732215601121Policy Insights from the Behavioral and Brain SciencesGreen and Seitz 601121research-article2015 Health Policy Insights from the Behavioral and Brain Sciences The Impacts of Video Games on Cognition 2015, Vol. 2(1) 101 –110 © The Author(s) 2015 DOI: 10.1177/2372732215601121 (and How the Government Can Guide the bbs.sagepub.com Industry) C. Shawn Green1 and Aaron R. Seitz2 Abstract Video game play has become a pervasive part of American culture. The dramatic increase in the popularity of video games has resulted in significant interest in the effects that video gaming may have on the brain and behavior. The scientific research to date indicates that some, but not all, commercial video games do indeed have the potential to cause large-scale changes in a wide variety of aspects of human behavior, including the focus of this review—cognitive abilities. More recent years have seen the rise of a separate form of video games, the so-called “brain games,” or games designed with the explicit goal of enhancing cognitive abilities. Although research on such brain games is still in its infancy, and the results have definitely not been uniformly positive, there is nonetheless reason for continued optimism that custom games can be developed that make a lasting and positive impact on human cognitive skills. Here, we discuss the current state of the scientific literature surrounding video games and human cognition with an emphasis on points critically related to public policy. Keywords video games, brain games, cognitive enhancement Tweet Introduction Playing some, but not all, video games can improve percep- Over the past half century, video game play has gone from tion and cognition. -
Video Games, Cognitive Exercises, and the Enhancement of Cognitive Abilities
Available online at www.sciencedirect.com ScienceDirect Video games, cognitive exercises, and the enhancement of cognitive abilities 1,2 1,2,3 Joaquin A Anguera and Adam Gazzaley In this review we explore the emerging field of cognitive training enhancement, generalized benefits or transfer [2 ,3]), and via distinct types of interactive digital media: those designed often not even for abilities that are highly related to primarily for entertainment (‘video games’) and those created training itself (i.e., near transfer [3–6]). In this review for the purpose of cognitive enhancement (‘cognitive we differentiate between two types of interactive digital exercises’). Here we consider how specific design factors media: those designed primarily for entertainment [7 ] associated with each tool (e.g., fun, motivation, adaptive (‘video games’) and those created for the purpose of mechanics) and the study itself (e.g., participant expectancy, cognitive enhancement (‘cognitive exercises’). Exploring dose effects) can influence cognitive enhancement effects. We this dichotomy, we will consider how certain factors finally describe how the development of hybrid interventions associated with each type of intervention and correspond- that capitalize on strengths of each type of interactive digital ing study designs may influence the potential for cogni- media are anticipated to emerge as this field matures. tive enhancement and for validating it experimentally. Addresses 1 Department of Neurology, University of California, San Francisco, Video games and cognitive -
A Corpus Analysis of Strategy Video Game Play in Starcraft: Brood War Joshua M
A Corpus Analysis of Strategy Video Game Play in Starcraft: Brood War Joshua M. Lewis Patrick Trinh David Kirsh [email protected] [email protected] [email protected] Department of Cognitive Science Department of Cognitive Science Department of Cognitive Science University of California, San Diego University of California, San Diego University of California, San Diego Abstract cessing of distractors in video game players was less affected We present the first ever large scale analysis of actual strat- by high perceptual load than non-gamers (Green & Bavelier, egy video game play. Using a corpus of over 2,000 Starcraft: 2006). Similarly, Green and Bavelier (2003) performed ex- Brood War games from international tournaments, we analyze periments testing the visual span and attentional capacity of every player’s actions to determine which of their capacities lead to success. We also tie these capacities to their likely cog- video game players in comparison to non-video game play- nitive underpinnings, showing that the ability to distribute at- ers. From these studies they were able to show that expert tention is correlated with winning games. These results have video game players have a higher attentional and visual ca- implications for how we might train people to manage criti- cal real world tasks, and for how we approach the project of pacity when compared to a control group. Furthermore, they studying this new medium. found that with video game training, non-video game play- Keywords: video games; starcraft; attention ers were able to significantly improve item enumeration in a visual search task under high perceptual load. -
Associations Between Avid Action and Real-Time Strategy Game Play and Cognitive Performance: a Pilot Study
JCognEnhanc DOI 10.1007/s41465-017-0021-8 ORIGINAL ARTICLE Associations Between Avid Action and Real-Time Strategy Game Play and Cognitive Performance: a Pilot Study Gillian Dale1 & C. Shawn Green1 Received: 4 October 2016 /Accepted: 5 April 2017 # Springer International Publishing 2017 Abstract Over the past 15 years, numerous studies have although in the case of the SVGPs not all of the results reached demonstrated that action video game players outperform the level of statistical significance. Lastly, we demonstrated non-gamers on a variety of cognitive measures. However, that Tweeners perform similarly to genre-pure gamers in that few researchers have examined the potential beneficial effects their performance on several cognitive tasks was numerically of playing real-time strategy games or the effect of playing better than for NVGPs, although the performance of the multiple game genres. As such, the purpose of the current Tweeners was numerically lower than for both the AVGPs study was to (a) replicate the existing findings that show cog- and the SVGPs. Overall, these findings have several implica- nitive differences between action gamers (AVGPs) and non- tions for game studies, particularly with respect to how gamers (NVGPs), (b) examine whether real-time strategy SVGPs and Tweeners are considered going forward. gamers (SVGPs) also differ from NVGPs on various cognitive tasks, and (c) examine how multi-genre video game players Keywords Action video games . Real-time strategy video (BTweeners^) compare to both AVGPs and NVGPs. We cre- games . Cognition . Attention . Reaction time ated a large task battery that tapped into various aspects of cognition (i.e., reaction time, selective attention, memory, ex- ecutive control, and fluid intelligence) in order to examine the Introduction tasks that differed between our three gamer groups and non- gamers. -
Video Games and Intellectual Disabilities: a Literature Review
Life Span and Disability XVIII, 2 (2015), 147-165 Video games and Intellectual Disabilities: a literature review Marta Rodríguez Jiménez1, Francesca Pulina2 & Silvia Lanfranchi3 Abstract Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID. Keywords: Video games; Intellectual Disability; Cognitive Improvement. Received: July 10, 2015; Revised: October 31, 2015; Accepted: November 26, 2015 © 2015 Associazione Oasi Maria SS. - IRCCS 1 Department of Psychology and Anthropology, University of Extremadura, Spain. E-mail: [email protected] 2 Department of Developmental and Socialization Psychology, University of Padova, Italy. E-mail: [email protected] 3 Department of Developmental and Socialization Psychology, University of Padova, Italy. E-mail: [email protected] Correspondence to: Francesca Pulina, Department of Developmental and Socialization Psychology, University of Padova, Via Venezia 8, Padova, Italy Acknowledgements The work was partially supported by a fellowship to M.R.J. -
Cognitive Abilities of Action Video Game and Role-Playing Video Game Players: Data from a Massive Open Online Course
Psychology of Popular Media Culture Cognitive Abilities of Action Video Game and Role- Playing Video Game Players: Data From a Massive Open Online Course Gillian Dale, Florian Kattner, Daphne Bavelier, and C. Shawn Green Online First Publication, May 2, 2019. http://dx.doi.org/10.1037/ppm0000237 CITATION Dale, G., Kattner, F., Bavelier, D., & Green, C. S. (2019, May 2). Cognitive Abilities of Action Video Game and Role-Playing Video Game Players: Data From a Massive Open Online Course. Psychology of Popular Media Culture. Advance online publication. http://dx.doi.org/10.1037/ppm0000237 Psychology of Popular Media Culture © 2019 American Psychological Association 2019, Vol. 2, No. 999, 000 2160-4134/19/$12.00 http://dx.doi.org/10.1037/ppm0000237 Cognitive Abilities of Action Video Game and Role-Playing Video Game Players: Data From a Massive Open Online Course Gillian Dale Florian Kattner University of Wisconsin-Madison University of Wisconsin-Madison and Technische Universität Darmstadt Daphne Bavelier C. Shawn Green University of Geneva University of Wisconsin-Madison Numerous studies have demonstrated that regularly playing action video games (AVGPs) is associated with increased cognitive performance. Individuals who play role-playing video games (RPGs) have usually been excluded from these studies. This is because RPGs traditionally contained no action components and were thus not expected to influence cognitive performance. However, modern RPGs increasingly include numerous action-like components. We therefore examined whether current RPG players (RPGPs) perform similar to action video game players (AVGPs) or nonvideo game players (NVGPs) on two cognitive tasks. Self-identified AVGPs (N ϭ 76), NVGPs (N ϭ 77), and RPGPs (N ϭ 23) completed two online cognitive tasks: A useful field of view (UFOV) task and a multiple-object tracking task (MOT). -
Pembuatan Turn Based Strategy Role Playing Game
Pembuatan Turn Based Strategy Role Playing Game Menggunakan Unity Game Engine Andre Lionel Sanjaya1, Gregorius Satia Budhi2, Liliana3 Program Studi Teknik Informatika Fakultas Teknologi Industri Universitas Kristen Petra Jl. Siwalankerto 121 ± 131 Surabaya 60236 Telp. (031) ± 2983455, Fax. (031) ± 8417658 [email protected], [email protected], [email protected] ABSTRAK 1. PENDAHULUAN Strategy merupakan salah satu genre video game yang Strategy game merupakan salah satu genre dari video game populer. Terdapat banyak faktor yang dapat mempengaruhi yang cukup diminati oleh banyak orang. Menurut survey dari apakah sebuah strategy game dinilai baik atau tidak. Faktor ESA (Entertainment Software Association), strategy tersebut antara lain tampilan dalam game, menu dan fitur yang merupakan best-selling genre untuk PC pada tahun 2013, disediakan, serta kepandaian dari AI dalam game. Game ini dengan persentase penjualan 38.4% dibandingkan dengan dibuat berdasar pada paham tersebut. genre yang lain [3]. Popularitas genre ini semakin terpacu dengan munculnya game strategy dari perusahaan game Game akan dibuat menggunakan Unity Game Engine. AI developer ternama, seperti Blizzard (Starcraft II) dan Firaxis yang digunakan dalam game adalah ID3 dan (Civilization V). Permainan dengan genre strategy sendiri Backpropagation. Permainan terbagi menjadi dua bagian, sebenarnya telah ada sejak dulu, bahkan sebelum PC / yaitu exploration mode dan battle mode. Pada exploration Komputer diciptakan. Salah satu contoh dari permainan mode, pemain dapat bebas menjalajahi environment di strategy yang paling populer adalah catur. sekelilingnya, berinteraksi dengan NPC, atau melakukan kontak dengan musuh. Battle mode adalah mode dimana Salah satu daya tarik utama dari genre ini adalah jika pemain melawan musuh yang ditemuinya.