Need for Presence and Other Motivations for Video Game Play Across Genres
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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. -
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. -
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 -
The Oculus Rift As a Portal for Presence: the Effects of Technology Advancement and Sex Differences in the Horror Video Game Genre
THE OCULUS RIFT AS A PORTAL FOR PRESENCE: THE EFFECTS OF TECHNOLOGY ADVANCEMENT AND SEX DIFFERENCES IN THE HORROR VIDEO GAME GENRE By Thomas William Murphy Day A THESIS Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information – Master of Arts 2015 i ABSTRACT THE OCULUS RIFT AS A PORTAL FOR PRESENCE: THE EFFECTS OF TECHNOLOGY ADVANCEMENT AND SEX DIFFERENCES IN THE HORROR VIDEO GAME GENRE By Thomas William Murphy Day Virtual reality (VR) and presence research has historically been conducted using large laboratory equipment. With the affordance of new technology, like the Oculus Rift, we can begin to delve into the world of consumer based VR interactions. The majority of consumers purchasing the Oculus Rift are interested in playing video games and one popular genre is horror. In addition, both males and females enjoy video games and VR yet there are still unanswered questions regarding sex differences and presence with these technologies. This study examined the impact of technological advancement (VR headset: Oculus Rift vs. traditional compute monitor), sex differences (males vs. females), and their interaction on spatial presence and fright reaction (self-reported measure as well as observable fear behaviors) while playing the horror game, Alien: Isolation. It was found that males and females did not differ statistically on spatial presence, self-reporting of fear, and observable fear responses. Technological advancement increased feelings of spatial presence. In addition, spatial presence was found to mediate the relationship between technology advancement and fear response (self-reported and observable fear behaviors). ii TABLE OF CONTENTS LIST OF TABLES ........................................................................................................................ -
Understanding Online Gaming: the Interplay of Gaming Motivations, Genre Preferences and Internet Gaming Disorder “
MASTERARBEIT / MASTER’S THESIS Titel der Masterarbeit / Title of the Master’s Thesis ” Understanding Online Gaming: The Interplay of Gaming Motivations, Genre Preferences and Internet Gaming Disorder “ verfasst von / submitted by Dora Leander Tinhof, BSc angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Master of Science (MSc) Wien, 2019 / Vienna, 2019 Studienkennzahl lt. Studienblatt / A 066 840 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Masterstudium Psychologie UG2002 degree programme as it appears on the student record sheet: Betreut von / Supervisor: emer. o. Univ.-Prof. Dr. Brigitte Rollett Abstract Research focusing on the complex system surrounding online gaming is still relatively rare. The aim of this study was therefore to explore connections between individual characteristics (age and gender), gaming motivations (Yee, 2006b), genre preferences (MMORPG, MOBA, FPS), gaming time and Internet Gaming Disorder (IGD; APA, 2013) using an online survey. Data from 3768 online gamers ranging from 18-52 years (M = 25.72; SD = 6.83) were analysed. The three gaming motivations Achievement, Immersion and Social were measured with an adapted version of Yee’s (2006b) motivation scale. IGD was measured with a short scale (IGDS9-SF; Pontes & Griffiths, 2015) based on the nine diagnostic criteria proposed in the DSM-5 (APA, 2013). Genre preferences were operationalised in form of three items asking for the enjoyment of MMORPGs, MOBAs and FPS games. Results showed that genre preferences were significantly predicted by age, gender and motivations. MOBAs and FPS games were preferred by younger, Achievement-motivated gamers and men, whereas MMORPGs were pre- ferred by Immersion-motivated gamers and women. -
General Trends in Multiplayer Online Games
World Applied Programming, Vol (3), Issue (1), January 2013. 1-4 ISSN: 2222-2510 ©2012 WAP journal. www.waprogramming.com General Trends in Multiplayer Online Games Masoud Nosrati * Ronak Karimi Kermanshah University of Kermanshah University of Medical Sciences, Medical Sciences, Kermanshah, Iran Kermanshah, Iran [email protected] [email protected] Abstract: Online games are developed every day-to-day. Producing the games has become one of the most beneficial jobs for game studios. Different types of games with various aims are produced. But, among all of them, multiplayer games have a special place. A multiplayer video game is one which more than one person can play in the same game environment at the same time. In other hands, online games found the popularity between users. It provided an excellent opportunity for producing multiplayer online games. This paper will get into the general trends in multiplayer online games. So, the basic notions of gaming are talked as the first step. Then, Different general genres are introduced. Various types and impressive features of the genres are investigated in details, too. This paper tries to give a top level view to multiplayer online games to readers. Keyword: Online games, Massively multiplayer online game, Multiplayer online role-playing game, Multiplayer online battle arena I. INTRODUCTION An online game is a video game played over some form of computer network, using a personal computer or video game console [2]. There are many ways for users to play games online. This includes free games found on the internet, games on mobile phones and handheld consoles, as well as downloadable and boxed games on PCs and consoles such as the PlayStation, Nintendo Wii or Xbox.