Motivations for the Use of Video Game Streaming Platforms: the Moderating Effect of Sex, Age and Self-Perception of Level As a Player
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Social Media Job Expectations
Social Media Job Expectations Twitter @FHNtoday User 1Push all new content from FHNtoday.com and FHNgameday.com ● Push miscellaneous announcements ● User will focus on tagging people/groups when possible. ● Promote other social accounts weekly ● Push breaking news ● Check on Medium daily. ● Have at least 3 updates per week day ● Maintain look/profile of @FHNtoday ● Research this and brainstorm ways to make medium even stronger. Twitter @FHNtoday User 2 Push all new content from FHNgameday.com ● Push miscellaneous sports announcements ● User will focus on tagging people/groups when possible. ● Promote other social accounts weekly ● Push breaking sports news ● Check on Medium daily. ● Have at least 3 updates per week day ● Research this and brainstorm ways to make medium even stronger. Twitter @FHNtoday User 3: ● Maintain weekly analytics report ● User will focus on tagging people/groups when possible. ● Follow back accounts ● Follow new accounts ● Maintain lists ● Check on Medium daily. ● RT appropriate members of the community. 1 or 2 per day ● Reply to @mentions ● Utilize: https://analytics.twitter.com OK -- Pinterest User 1: Focus on school-related topics like Homecoming, Pep Assembly's, etc. ● Focus on at least one board per week with multiple postings per day ● Work to maintain and update previous related boards when appropriate ● Share information at least once per week with Facebook and Twitter User #1 to promote ● Work to maintain/increase followers/board followed ● Check on Medium daily. ● Maintain overall look/profile of account OK -- Pinterest User 2: ● Focusing on trending topics or things that are going viral. ● Focus on at least one board per week with multiple postings per day ● Work to maintain and update previous related boards when appropriate ● Share information at least once per week with Facebook and Twitter User #1 to promote ● Maintain weekly analytics of Pinterest ● Check on Medium daily. -
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. -
Security Analysis of Tumblr
Security Analysis of Tumblr 6.857 Spring 2017 Team Hackerman Remi Mir, Shruti Banda, Stephen Li, José Zúñiga Table of Contents Abstract 2 Introduction 2 What is Tumblr? 2 Motivation 2 Past Security Incidents 2 Principals and Actions 3 Guests 3 Users with Accounts 3 Group Users 4 Third Party Developers 4 Tumblr Corporation 4 Testing Methodology 4 Web Application 5 Burp Suite 6 Overview 6 Tests 6 Results 8 API 9 Overview 9 Tests 10 Invalid Inputs 10 Basic Scripting 11 Script Injection Attacks 12 Results 14 Conclusion 14 Summary 14 Recommendations 15 Further Work 15 Acknowledgements 16 References 16 1 Abstract Our project was to perform the security analysis of a popular microblogging site called Tumblr. The objective was to explore the different ways Tumblr ensures the protection of the information it collects from its users, and identify which areas it fails to secure. We especially focused on how Tumblr handles the security as per its privacy policy, including all relevant account information, e.g. username, password, age, and email address. We constructed a security analysis document summarizing our attempts to detect flaws in both the web application and the API. Our group identified strengths and weaknesses of the web application and the API, and drafted recommendations for solutions that Tumblr can implement to make the platform more secure for its users. Introduction What is Tumblr? Tumblr is a popular microblogging platform with more than 20 million users from the United States [1] and over 300 million blogs in total [2]. It is also among the top ten social networking sites worldwide in 2017 [3]. -
Effectiveness of Dismantling Strategies on Moderated Vs. Unmoderated
www.nature.com/scientificreports OPEN Efectiveness of dismantling strategies on moderated vs. unmoderated online social platforms Oriol Artime1*, Valeria d’Andrea1, Riccardo Gallotti1, Pier Luigi Sacco2,3,4 & Manlio De Domenico 1 Online social networks are the perfect test bed to better understand large-scale human behavior in interacting contexts. Although they are broadly used and studied, little is known about how their terms of service and posting rules afect the way users interact and information spreads. Acknowledging the relation between network connectivity and functionality, we compare the robustness of two diferent online social platforms, Twitter and Gab, with respect to banning, or dismantling, strategies based on the recursive censor of users characterized by social prominence (degree) or intensity of infammatory content (sentiment). We fnd that the moderated (Twitter) vs. unmoderated (Gab) character of the network is not a discriminating factor for intervention efectiveness. We fnd, however, that more complex strategies based upon the combination of topological and content features may be efective for network dismantling. Our results provide useful indications to design better strategies for countervailing the production and dissemination of anti- social content in online social platforms. Online social networks provide a rich laboratory for the analysis of large-scale social interaction and of their social efects1–4. Tey facilitate the inclusive engagement of new actors by removing most barriers to participate in content-sharing platforms characteristic of the pre-digital era5. For this reason, they can be regarded as a social arena for public debate and opinion formation, with potentially positive efects on individual and collective empowerment6. -
What Is Gab? a Bastion of Free Speech Or an Alt-Right Echo Chamber?
What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber? Savvas Zannettou Barry Bradlyn Emiliano De Cristofaro Cyprus University of Technology Princeton Center for Theoretical Science University College London [email protected] [email protected] [email protected] Haewoon Kwak Michael Sirivianos Gianluca Stringhini Qatar Computing Research Institute Cyprus University of Technology University College London & Hamad Bin Khalifa University [email protected] [email protected] [email protected] Jeremy Blackburn University of Alabama at Birmingham [email protected] ABSTRACT ACM Reference Format: Over the past few years, a number of new “fringe” communities, Savvas Zannettou, Barry Bradlyn, Emiliano De Cristofaro, Haewoon Kwak, like 4chan or certain subreddits, have gained traction on the Web Michael Sirivianos, Gianluca Stringhini, and Jeremy Blackburn. 2018. What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber?. In WWW at a rapid pace. However, more often than not, little is known about ’18 Companion: The 2018 Web Conference Companion, April 23–27, 2018, Lyon, how they evolve or what kind of activities they attract, despite France. ACM, New York, NY, USA, 8 pages. https://doi.org/10.1145/3184558. recent research has shown that they influence how false informa- 3191531 tion reaches mainstream communities. This motivates the need to monitor these communities and analyze their impact on the Web’s information ecosystem. 1 INTRODUCTION In August 2016, a new social network called Gab was created The Web’s information ecosystem is composed of multiple com- as an alternative to Twitter. -
Riots: a Comparative Study of Twitter and Parler
111 Capitol (Pat)riots: A comparative study of Twitter and Parler HITKUL, IIIT - Delhi, India AVINASH PRABHU∗, DIPANWITA GUHATHAKURTA∗, JIVITESH JAIN∗, MALLIKA SUBRA- MANIAN∗, MANVITH REDDY∗, SHRADHA SEHGAL∗, and TANVI KARANDIKAR∗, IIIT - Hy- derabad, India AMOGH GULATI∗ and UDIT ARORA∗, IIIT - Delhi, India RAJIV RATN SHAH, IIIT - Delhi, India PONNURANGAM KUMARAGURU, IIIT - Delhi, India On 6 January 2021, a mob of right-wing conservatives stormed the USA Capitol Hill interrupting the session of congress certifying 2020 Presidential election results. Immediately after the start of the event, posts related to the riots started to trend on social media. A social media platform which stood out was a free speech endorsing social media platform Parler; it is being claimed as the platform on which the riots were planned and talked about. Our report presents a contrast between the trending content on Parler and Twitter around the time of riots. We collected data from both platforms based on the trending hashtags and draw comparisons based on what are the topics being talked about, who are the people active on the platforms and how organic is the content generated on the two platforms. While the content trending on Twitter had strong resentments towards the event and called for action against rioters and inciters, Parler content had a strong conservative narrative echoing the ideas of voter fraud similar to the attacking mob. We also find a disproportionately high manipulation of traffic on Parler when compared to Twitter. Additional Key Words and Phrases: Social Computing, Data Mining, Social Media Analysis, Capitol Riots, Parler, Twitter 1 INTRODUCTION Misinformation of the United States of America’s presidential election results being fraudulent has been spreading across the world since the elections in November 2020.1 Public protests and legal cases were taking place across the states against the allegation of voter fraud and manhandling of mail-in ballots.2 This movement took a violent height when a mob attacked the Capitol Hill building to stop certification of Mr. -
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. -
Systematic Scoping Review on Social Media Monitoring Methods and Interventions Relating to Vaccine Hesitancy
TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy www.ecdc.europa.eu ECDC TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy This report was commissioned by the European Centre for Disease Prevention and Control (ECDC) and coordinated by Kate Olsson with the support of Judit Takács. The scoping review was performed by researchers from the Vaccine Confidence Project, at the London School of Hygiene & Tropical Medicine (contract number ECD8894). Authors: Emilie Karafillakis, Clarissa Simas, Sam Martin, Sara Dada, Heidi Larson. Acknowledgements ECDC would like to acknowledge contributions to the project from the expert reviewers: Dan Arthus, University College London; Maged N Kamel Boulos, University of the Highlands and Islands, Sandra Alexiu, GP Association Bucharest and Franklin Apfel and Sabrina Cecconi, World Health Communication Associates. ECDC would also like to acknowledge ECDC colleagues who reviewed and contributed to the document: John Kinsman, Andrea Würz and Marybelle Stryk. Suggested citation: European Centre for Disease Prevention and Control. Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy. Stockholm: ECDC; 2020. Stockholm, February 2020 ISBN 978-92-9498-452-4 doi: 10.2900/260624 Catalogue number TQ-04-20-076-EN-N © European Centre for Disease Prevention and Control, 2020 Reproduction is authorised, provided the -
Google and Yelp Reviews of Early Care and Education in Georgia
Google and Yelp Reviews as a Window into Public Perceptions of Early Care and Education in Georgia Diane M. Early and Weilin Li Introduction In recent years, federal programs and policies such as the 2014 reauthorization of the Child Care Development Block Grant (CCDBG) Act1 and the Race to the Top–Early Learning Challenge2 have brought increased attention to improving families’ access to high-quality early care and education (ECE). In response to this increased focus, Child Trends worked with the Office of Planning, Research, and Evaluation, an office of the Administration for Children and Families in the U.S. Department of Health and Human Services, to create a guidebook defining ECE access for policymakers and researchers. This resource’s definition of ECE access includes four primary dimensions: (1) requiring reasonable effort to locate and enroll a child in a care arrangement that is (2) affordable, (3) supports the child’s development, and (4) meets parents’ needs.3 Despite this progress in defining ECE access, researchers and policymakers know relatively little about how families and the general public view ECE access or the extent to which the public’s values match professional definitions. This Child Trends study, funded by Georgia’s Department of Early Care and Learning (DECAL), is a first step toward filling that gap. Using publicly available Google and Yelp reviews of ECE programs in Georgia, we aimed to better understand how the public views ECE access. Additionally, we analyzed associations between star ratings provided by the public on these rating platforms and star ratings assigned by Georgia’s Quality Rated system. -
Build a Secure Enterprise Machine Learning Platform on AWS AWS Technical Guide Build a Secure Enterprise Machine Learning Platform on AWS AWS Technical Guide
Build a Secure Enterprise Machine Learning Platform on AWS AWS Technical Guide Build a Secure Enterprise Machine Learning Platform on AWS AWS Technical Guide Build a Secure Enterprise Machine Learning Platform on AWS: AWS Technical Guide Copyright © Amazon Web Services, Inc. and/or its affiliates. All rights reserved. Amazon's trademarks and trade dress may not be used in connection with any product or service that is not Amazon's, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. Build a Secure Enterprise Machine Learning Platform on AWS AWS Technical Guide Table of Contents Abstract and introduction .................................................................................................................... i Abstract .................................................................................................................................... 1 Introduction .............................................................................................................................. 1 Personas for an ML platform ............................................................................................................... 2 AWS accounts .................................................................................................................................... 3 Networking architecture ..................................................................................................................... -
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 Game Genre Classification Based on Deep Learning
Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School Fall 2020 Video Game Genre Classification Based on Deep Learning Yuhang Jiang Western Kentucky University, [email protected] Follow this and additional works at: https://digitalcommons.wku.edu/theses Part of the Artificial Intelligence and Robotics Commons, Other Physical Sciences and Mathematics Commons, and the Probability Commons Recommended Citation Jiang, Yuhang, "Video Game Genre Classification Based on Deep Learning" (2020). Masters Theses & Specialist Projects. Paper 3462. https://digitalcommons.wku.edu/theses/3462 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING AThesis Presented to The Faculty of the Department of Mathematics Western Kentucky University Bowling Green, Kentucky In Partial Fulfillment Of the Requirements for the Degree Master of Science By Yuhang Jiang December 2020 VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING Date Recommended Digitally signed by Lukun Zheng Lukun Zheng Date: 2020.11.16 17:22:45 -06'00' Dr. Lukun Zheng, Director of Thesis Digitally signed by Zhonghang Xia Zhonghang Xia Date: 2020.11.17 08:56:36 -06'00' Dr. Zhonghang Xia Digitally signed by Nguyen, Thanh DN: cn=Nguyen, Thanh, o=Western Kentucky University, ou=Department of Mathematics, [email protected], c=US Nguyen, Thanh Date: 2020.11.17 08:45:17 -06'00' Dr. Lan Nguyen Digitally signed by Melanie A. Autin Melanie A.