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Using the MMORPG 'Runescape' to Engage Korean
Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Faculty Research Working Papers Series
Faculty Research Working Papers Series Napster's Second Life? - The Regulatory Challenges of Virtual Worlds Viktor Mayer-Schönberger and John Crowley September 2005 RWP05-052 The views expressed in the KSG Faculty Research Working Paper Series are those of the author(s) and do not necessarily reflect those of the John F. Kennedy School of Government or Harvard University. Copyright belongs to the author(s). Papers may be downloaded for personal use only. Napster’s Second Life? The Regulatory Challenges of Virtual Worlds+ Viktor Mayer-Schönberger* & John Crowley‡ Imagine a world with millions of people communicating and transacting. Imagine a world just like ours except that is it made entirely of bits, not atoms. Ten years ago, John Perry Barlow imagined such a radical world – cyberspace.1 He saw people interacting without the constraints of national rules. They would be independent from regulatory fiat and unbound by the mandates of Washington, Paris, London, Berlin or Beijing. His vision relied on information traveling a global network at lightning speed, with content living off server farms in nations with little regulation, weak enforcement, or both. In this world of global regulatory arbitrage2, organizations could relocate their servers to jurisdictional safe havens overnight. 3 They might pop up in exotic places like Aruba4 or + We thank Urs Gasser, Raph Koster, David Lazer, Beth Noveck, Cory Ondrejka, and John Palfrey, who have read the manuscript and provided most valuable feedback. We gratefully acknowledge the research assistance of Malte Ziewitz. * Associate Professor of Public Policy, John F. Kennedy School of Government, Harvard University. ‡ Technologist and freelance consultant for the John F. -
CS 592: Security Practicum
CS 592: Security Practicum Lecture 2 On-line PC games and their cheats Popular on-line PC games • FPS (First-person shooters) – You control a gun/crosshair – You shoot and kill other players doing the same • MMORPG (Massively multi-player on-line role- playing games) – You control an avatar – You kill other avatars to gain loot and power • RTS (Real-time strategy) – You control an army – You go head-to-head against another player’s army Popular FPS games • Half-Life/Counter-Strike (1/2), Battlefield (2 & 2142) • Wolfenstein: Enemy Territory, Call of Duty (1/2) Popular MMORPG games • World of Warcraft, Lineage (1 & 2) • Runescape, Final Fantasy XI, EverQuest (1 & 2) Popular RTS games • Warcraft 3/Starcraft, Age of Empires • Warhammer 40000, Command & Conquer 3 Cheats • Achilles heel of the PC gaming platform (besides crappy integrated graphics cards) – Must be fixed to compete with consoles – Causes legitimate, paying players to quit – Creates bad word-of-mouth to discourage new players – Wrecks virtual economies in MMORPGs Types of cheats • Information exposure – Wallhacks (OGC), Maphacks (Warcraft 3), Chest hacks (showEQ) • Automation – Aimbot (OGC), Troop command macros (Warcraft 3), Auto-looting (WoW QuickLoot), AFK bots • Protocol – Reset cheat (Half-Life), Unit fabrication (Warcraft 3), Item duping (MMO), Speed hack (Half-Life), Hit point hack (Diablo), Disconnect cheat • Game bugs – Game-specific coding errors that lead to unintended behavior Information exposure cheats • Server or peer sends complete information to other client -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
8 Guilt in Dayz Marcus Carter and Fraser Allison Guilt in Dayz
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sydney eScholarship FOR REPOSITORY USE ONLY DO NOT DISTRIBUTE 8 Guilt in DayZ Marcus Carter and Fraser Allison Guilt in DayZ Marcus Carter and Fraser Allison © Massachusetts Institute of Technology All Rights Reserved I get a sick feeling in my stomach when I kill someone. —Player #1431’s response to the question “Do you ever feel bad killing another player in DayZ ?” Death in most games is simply a metaphor for failure (Bartle 2010). Killing another player in a first-person shooter (FPS) game such as Call of Duty (Infinity Ward 2003) is generally considered to be as transgressive as taking an opponent’s pawn in chess. In an early exploratory study of players’ experiences and processing of violence in digital videogames, Christoph Klimmt and his colleagues concluded that “moral man- agement does not apply to multiplayer combat games” (2006, 325). In other words, player killing is not a violation of moral codes or a source of moral concern for players. Subsequent studies of player experiences of guilt and moral concern in violent video- games (Hartmann, Toz, and Brandon 2010; Hartmann and Vorderer 2010; Gollwitzer and Melzer 2012) have consequently focused on the moral experiences associated with single-player games and the engagement with transgressive fictional, virtual narrative content. This is not the case, however, for DayZ (Bohemia Interactive 2017), a zombie- themed FPS survival game in which players experience levels of moral concern and anguish that might be considered extreme for a multiplayer digital game. -
All Summoning Special Attacks Runescape
All Summoning Special Attacks Runescape Vascular and trustful Anatol often refloat some berries recessively or devaluate gravitationally. Alpine Merill usually coils some behemoth glisteringlyor blackballs and superincumbently. bafflingly, how unruly If unrotted is Myke? or centennial Antonino usually politicize his cranioscopists trauchle somedeal or sonnetises February, wages in Gurgaon remain the same. Drop a like and subscirbe. Evolution of Combat update, when the way in which you gained combat experience changed entirely. Flame Torrent to Summon. The Technic Platform and Launcher. To do so, click on the icon in the top left of the interface. Third age armour melee. Attack level is also a qualification for wielding certain melee weapons. Summoning potions are also helpful when using a steel titan familiar. Dragons, Barrows, just about all slayer monsters. Many guides recommend fighting these enemies at a much earlier level in the game. Will melee Amara be able to handle bosses? The Trapsin is an Assassin class character that makes full utilization of the Trap skilltree and a shallow dip into the Shadow skills to support her. It provides unlimited amounts fire. Quest item All elemental staves offer the same Magic bonuses and only differ by the type of rune they supply and their Melee stats. The fastest way to reach the god wars dungeon is to use a god wars teleport tab that can be bought from the grand exchange, teleporting you right outside the entrance of the dungeon. Civils Group on Facebook. Sommige mensen vinden het leuk om een account te hebben waarop ze echt zelf alles hebben behaald, zonder enige hulp van andere spelers. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
That Old School Feeling Processes of Mythmaking in Old School Runescape
That Old School Feeling Processes of Mythmaking in Old School RuneScape World of Warcraft Classic (Blizzard Entertainment, 2019) drew a great deal of attention when it was released. After years of hostility towards unsanctioned private servers hosting ‘vanilla’ WoW (Blizzard Entertainment, 2004)—the base game without any of its eight expansions—Blizzard decided to release their own, official pre-Burning Crusade (2007) version to much press attention and fanfare. But one similar endeavour with continued success is Old School RuneScape (OSRS) (Jagex, 2013b), the surprising longevity of which can perhaps be credited with giving Blizzard a precedent. With both OSRS and now WoW Classic, a key question lay under debates on their design philosophies: how much, and in what way, should it be updated? OSRS chose a ‘parallel universe’ strategy: simply developing and updating the game as normal, but from its earlier starting point. Over six years after its release in late 2013, OSRS is now unrecognisable from the ‘main’ game, RuneScape 3 (Jagex, 2013a), from its starting point of a 2007 backup of RuneScape 2 (Jagex, 2004), and from the OSRS of 2013. In addition to reintroducing some of the RuneScape content that was added after the 2007 backup— such as the God Wars Dungeon and the Grand Exchange—old questlines have been continued, new ones started, new enemies and bosses added, and even a new continent. Notably, the development process of OSRS runs on polling: each change or addition is polled to members, requiring a supermajority of 75% ‘yes’ votes for inclusion (e.g., Jagex, 2019). Far from being a quick nostalgia-hit with some nice publicity, OSRS now boasts between double and triple the membership of RuneScape 3 (Misplaced Items, n.d.). -
Autism and Online Gaming Athabasca University How
AUTISM AND ONLINE GAMING ATHABASCA UNIVERSITY HOW ADULTS WITH HIGH FUNCTIONING AUTISM EXPERIENCE AND UNDERSTAND LEARNING IN A MMO GAME BY GAYLYNE ARCHIBALD A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF EDUCATION FACULTY OF HUMANITIES AND SOCIAL SCIENCES CENTRE FOR DISTANCE EDUCATION ATHABASCA, ALBERTA JULY, 2020 © GAYLYNE ARCHIBALD AUTISM AND ONLINE GAMING ii AUTISM AND ONLINE GAMING iii Acknowledgements I would like to thank my thesis supervisor, Dr. Cynthia Blodgett-Griffin for her continuous persistence, guidance, and support. I would never have gotten this far without her encouragement and our weekly chats. I am also thankful to my dear friend, Lorraine as we endured our thesis routes together. A very special acknowledgement goes to my family, my incredible daughter Taylor and my dear husband Vince for all their unconditional support they gave me throughout this journey. Finally, I must not forget the participants of my research. I thank them for their time and their shared experiences. AUTISM AND ONLINE GAMING iv Abstract This qualitative phenomenological study investigated a gap in the literature on adults with high functioning autism (HFA) and whether, or how, communication skills are strengthened or learned by playing MMORPG and MMO games. These games require players to communicate through: team playing, collaborating, trading, strategizing, socializing, competition, overcoming obstacles, and building empires. In the gaming culture, however, when players do not communicate effectively while playing, they are often ignored or excluded from group play. Through multiple perspectives from adults with HFA, four key themes emerged: transfer of information focused on the why, how, and who HFA gamers interacted with; description of game players involved real players and non-player characters; dislikes involved the gaming industry and other gamers; and self-barriers demonstrated self-awareness of the participants’ own deficits due to their autism. -
Runescape: a New Era Under IVP
RuneScape: A New Era Under IVP Recent changes to Jagex ownership, the company that manages the popular online MMO, RuneScape, have allowed for the game to progress rapidly and maintain its leading position in the industry. From its humble beginnings as a “graphical MUD” with a mixture of poorly rendered 2D and 3D sprites, to Guinness Book of World Records fame, Runescape has been one game worth following. Developed and coded by Andrew, Ian and Paul Gower in 1999 and released in January 2001, it has met with repeated success. Andrew, who had been coding since he was just 7 years old was the main force behind RuneScape’s conception. The game is managed by Jagex, the UK’s leading private online game developer, which was formed in late 2001 by the Gower brothers and their friend Constant Tedder. Just recently, ownership of Jagex was handed over to American venture capital firm Insight Venture Partners (IVP). This change has generated much speculation about the future of RuneScape as a game and community, and also as a business. What led up to the big decision? In what direction does IVP intend to take RuneScape and how will this affect the game’s popularity? Why IVP? Robert Edwards, a freelance journalist who contributes to the popular online gaming magazine PCGamer, sees the change in Jagex ownership as an aid to RuneScape’s continuing growth and popularity. “IVP has consistently demonstrated a very strong interest in software and online companies with a list of investments which include tech giants Tumblr and Twitter,” he said, “The sale of Andrew Gower’s shares [valued at €75 million] to IVP last year effectively turned over control of the company to IVP who now has a 55% stake in Jagex.” For the first time Jagex control shifted out of the U.K.