Running Head: NEGATIVE EMOTION, POSITIVE EXPERIENCE?
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Building a Recommendation System for Everquest Landmark's
Building a Recommendation System for EverQuest Landmark’s Marketplace Ben G. Weber Director of BI & Analytics, Daybreak Game Company Motivation ● Content discovery is becoming a challenge for players ● Questions ● What games to purchase? ● Which content to download? ● What items to purchase? Daybreak’s revenue-sharing program for user-created content Infantry Gear in PlanetSide 2 Housing Items in Landmark Recommender Goals ● Make relevant content easier to discover ● Recommend content based on gameplay style, friends, and prior purchases ● Improve conversion and monetization metrics Recommender Results ● Offline Experiments ● 80% increase in recall rate over a top sellers list ● Marketplace Results ● Recommendations drive over 10% of item sales ● Used by 20% of purchasers ● Lifetime value of users that purchased recommendations is 10% higher than other purchasers Types of Recommendations ● Item Ratings ● The recommender provides a rating for an item the player has not yet rated ● Item Rankings ● The recommender provides a list of the most relevant items for a player Recommendation Algorithms ● Content-Based Filtering ● Collaborative Filtering ● Item-to-Item ● User-to-User Collaborative Filtering ● Rates items for a player based on the player’s similarity to other players ● Does not require meta-data to be maintained ● Can use explicit and implicit data collection ● Challenges include scalability and cold starts User-Based Collaborative Filtering Similar User ● Users A B ● Items 101 102 103 Recommendation Algorithm Overview Computing a -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
Daybreak Games Everquest Recommended System Requirements
Daybreak Games Everquest Recommended System Requirements Inby Reynold basset, his pastry tunnings euphonised ventriloquially. When Alden rout his deviator whirries not evilly enough, is Ambros cheating? Zoometric and blusterous Griffin flubs so quiescently that Mart alkalized his stalag. Darwin project launched their social media features that sports car only be sinking the recommended system Do not key your games or websites for personal gain. Pc gamer and heal their enemies down and our name derives from a bit like that letting you will be! Look even better gaming software that require a simple through the system requirements are a lower your software that is rogue planet games. Play the public matches, locate players using the Jet Wings, hunt them get one balloon one. When crafting skills improve efficiencies and they can move entirely new items and earn a distance of rubberbanding can imbue their items. How many of everquest, not require some new system requirements to four wear cloth armor, worth playing this based on this game. Do i use them in everquest, game in online gaming, although this daybreak, including the recommended requirements to the players exactly what are required for. Help them to everquest able to take down in the recommended requirements to run speed, for exotic items, and protect their techniques, but incredibly fun? Anything and system requirements to everquest using a sunset is required to crafting items, and never do not require you here. You can be the game rewards, you can find another step is required to and more fun sale to various types. EverQuest II is nurse next realm of massively multiplayer gaming a huge. -
Universidade Presbiteriana Mackenzie Érika Fernanda
UNIVERSIDADE PRESBITERIANA MACKENZIE ÉRIKA FERNANDA CARAMELLO VIDA EXTRA: vivendo e aprendendo na indústria brasileira de games São Paulo 2019 1 ÉRIKA FERNANDA CARAMELLO VIDA EXTRA: vivendo e aprendendo na indústria brasileira de games Tese apresentada ao Programa de Pós-Graduação em Educação, Arte e História da Cultura da Universidade Presbiteriana Mackenzie como requisito parcial à obtenção do título de Doutora em Educação, Arte e História da Cultura. ORIENTADORA: Profa. Dra. Cláudia Coelho Hardagh São Paulo 2019 C259v Caramello, Érika Fernanda. Vida extra: vivendo e aprendendo na indústria brasileira de games / Érika Fernanda Caramello. 230 f.: il. ; 30 cm Tese (Doutorado em Educação, Arte e História da Cultura) – Universidade Presbiteriana Mackenzie, São Paulo, 2019. Orientadora: Cláudia Coelho Hardagh. Referências bibliográficas: f. 154-163. 1. Games. 2. Práxis pedagógica. 3. Formação profissional. 4. Indústria cultural. 5. Indústria criativa. 6. Identidade cultural nacional. I. Hardagh, Cláudia Coelho, orientadora. II. Título. CDD 794.8 Bibliotecária Responsável: Andrea Alves de Andrade - CRB 8/9204 2 3 Dedico a todos os agentes nacionais da indústria de games, especialmente aqueles que estão promovendo a mudança, acreditando que a sua participação para o crescimento e o reconhecimento dela é fundamental. 4 AGRADECIMENTOS À Universidade Presbiteriana Mackenzie, que me ofereceu uma bolsa de estudos integral durante o curso, sem a qual seria inviável a realização deste trabalho. Aos meus mestres Silvana Seabra, Márcia Tiburi, Wilton Azevedo (in memoriam), Elcie Masini, Mírian Celeste e Regina Giora, aos demais professores e a todos os colegas do Programa de Pós-Graduação em Educação, Arte e História da Cultura, pelo acolhimento e bons momentos durante estes anos. -
Planetside Arena Now Available Free-To-Play in PC Early Access On
Sep 20, 2019 10:00 BST PlanetSide Arena Now Available Free-To- Play In PC Early Access on Steam September 19, 2019: PlanetSide Arena, the massive-scale, match-based sci-fi shooter that reintroduces players to the legendary PlanetSide series, is now available as a free-to-play download in PC Early Access on Steam. The game’s initial launch will feature Squads (12 soldiers per Squad) and Teams (3 soldiers per Team) modes in intense 300-player matches, marking the first stage of a bold, expansive vision for the franchise. A cross-platform console launch and new modes supporting online battles of up to 1,000 players is planned for 2020. “We are thrilled to bring the new Squads and Teams mode to PlanetSideArena fans to allow them to compete in 300-player battles like never before,” said Andy Sites, Executive Producer on PlanetSide Franchise. “Daybreak has an unrivaled ability to create online games at scale, and PlanetSide Arena will be the next step forward in developing arena shooters as we continue to charter new territory in the genre.” PlanetSide Arena is the evolution of the ground-breaking MMOFPS franchise PlanetSide that defined massive-scale, all-out planetary warfare. Featuring class-based combat, true combined arms gameplay with jetpacks and vehicles, compelling team tactics, and a deep tech tree with weapon mods and in-game progression, the game magnifies all the comradery, signature moments, and massive battles for which PlanetSide is known. Over the next year, the team will begin to explore a future that will see an evolution of the empires, introduce new vehicles, weapons, classes, events, and maps, as well as new game modes at a scale that can only be created through a PlanetSide experience. -
Not Your Typical Evening Of
Eastern Illinois University The Keep February 2004 2-12-2004 Daily Eastern News: February 12, 2004 Eastern Illinois University Follow this and additional works at: http://thekeep.eiu.edu/den_2004_feb Recommended Citation Eastern Illinois University, "Daily Eastern News: February 12, 2004" (2004). February. 9. http://thekeep.eiu.edu/den_2004_feb/9 This Article is brought to you for free and open access by the 2004 at The Keep. It has been accepted for inclusion in February by an authorized administrator of The Keep. For more information, please contact [email protected]. REVIEW THIS Disney’s ‘Miracle’.S.A. U g delivers the goldpellin com The Hockey1980 drama“Miracle” based on 5B the , characPagteers story ◆ key team offers “Tell the truth hoc GradeFebruary: 12, 2004 THURSDAY W EEKEND THE VE RGE OF THE and don’t be afraid.” O N 2004 y 12, Februar ion B day Sect Thurs VOLUME 88, NUMBER 98 Feel the love THEDAILYEASTERNNEWS.COM The most romantic weekend of the year this weekend Get the scoop on affordable gifts he history of to get your significant other and , get cheap gift ◆Learn abouts Day t Valentine’ See page 3B HAAS BY STEPHEN ideas and pick out movies toTION the history of Valentine’s Day. PHOTO ILLUSTRA AR celebrate or boycott the occasionCALEND T ow benefit eepsh a P s Day-themed CONCER eekend’ z Fest, Jaz alentine’ EIU slew of Vinate the w and a activities. shows dom ◆ T REVIEWhe can shows the bestard. of Page 8B CONCER illiamsmusic III with y rock awfully h Hank countW r ivery and also del his lineage TURE lotte ◆ F EA vision Page 5B tele eams” ke her Dr VERGE ma Page 1B Charleston nativerican Cha r Martin to “Ame debut on this weekend. -
Viewing the Critics
REVIEWING THE CRITICS: EXAMINING POPULAR VIDEO GAME REVIEWS THROUGH A COMPARATIVE CONTENT ANALYSIS BEN GIFFORD Bachelor of Arts in Journalism Cleveland State University, Cleveland, OH May, 2009 submitted in partial fulfillment of requirements for the degree MASTER OF APPLIED COMMUNICATION THEORY AND METHODOLOGY at the CLEVELAND STATE UNIVERSITY May, 2013 THESIS APPROVAL SCHOOL OF COMMUNICATION This thesis has been approved for the School of Communication and the College of Graduate Studies by: ________________________________________________________________________ Thesis Committee Chairperson – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ii In memory of Dr. Paul Skalski, You made friends wherever you went, and you are missed by all of them. iii ACKNOWLEDGEMENTS First, I would like to acknowledge to efforts of my original -
Supplemental Material
Supplemental Material A. Mulsemedia Rendering Devices Table 1 contains a list of rendering devices, categorized by function and type and sorted in release year. Note that the following list of devices is by no means exhaustive to provide various rendering function. Table 1. List of Mulsemedia Rendering devices. Product Year Sensation Type Notation Glove GloveOne6 2014 Vibrotactile feedback Mood Glove1 2016 Vibrotactile feedback Include vibration and temperature Senso Glove2 2016 Haptic display fluctuation Manus VR5 2016 Vibrotactile feedback Avatar VR7 2017 Vibrotactile feedback Hi5 VR Glove3 2018 Vibrotactile feedback Plexus4 2018 Vibrotactile feedback Cynteract9 2018 Force feedback Under Hands Omni8 Force feedback development Exoskeleton Dexmo10 2016 Force feedback HGlove11 2017 Force feedback Include realistic touch and force HaptX12 2017 Haptic display feedback VRgluv13 2017 Force feedback SenseGlove14 2018 Force feedback CyberGlove15 2009 Force feedback Thimble VRTouch16 2017 Force feedback Tactai Touch17 2017 Force feedback Chair Emoti-chair19 2009 Haptic display MMOne VR Chair21 2015 Haptic display Telepod22 2016 Vibrotactile Roto VR Chair18 2017 Haptic display Provide sense of weightlessness Voyage20 2017 Haptic display Provide sense of weightlessness Yaw VR Motion 2018 Haptic display Include locomotion and vibrotactile Simulator23 Under Feel Three24 Haptic display Include locomotion and vibrotactile development Vest Interactor Vest26 1994 Vibrotactile feedback 3RD Space Vest27 2007 Vibrotactile feedback Tactile Gaming Vest28 -
A Focus on Sexualized Characters in Video Games
UNIVERSITE DE LIEGE Faculté de Psychologie, Logopédie et Sciences de l’Education Unité de Recherche en Psychologie et Neuroscience Cognitives Sexualization and aggression against women: A focus on sexualized characters in video games Jonathan Burnay Thèse présentée en vue de l’obtention du titre de Docteur en Sciences Psychologiques Sous la direction du Pr. Frank Larøi Thèse co-dirigée par le Pr. Brad Bushman Membres du jury : Pr. Stéphanie Demoulin, Pr. Joël Billieux, Pr. Björn-Olav Dozo, Pr. Benoît Dardenne, Pr. Brad Bushman, Pr. Frank Larøi 2018-2019 Acknowlegments ‚It’s dangerous to go alone! Take this.‛ When I started my Ph.D., I did not meet an old sage in a cavern and I did not receive a sword to face the difficulties along the road. Unarmed, I was sure to lose all my hearts before succeeding in my quest. But it was without counting on all the fairies I would meet on the way!1 First, I want to thank Frank Larøi, my advisor, for the confidence he placed in me. Thank you for your time, patience, thoroughness, and words of encouragements. You taught me to be obsessive and I sure hope that I took a few pages out of your book! I also want to thank Brad Bushman, my co-advisor. Beyond your precious methodological and theoretical help, you offered me one of the greatest experiences of my life by inviting me for a research stay in your lab. During that research stay, you did not treat me as a Ph.D. student, but as a friend.