Competitive Versus Cooperative Video Game Decision Making and Its Relationship To
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The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Video Games and Enhancing Prosocial Behaviour
Chapter GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR Holli-Anne Passmore∗ and Mark D. Holder Department of Psychology, IKBSAS, University of British Columbia, Kelowna, BC, Canada ABSTRACT The number of publications pertaining to video gaming and its effects on subsequent behavior has more than tripled from the past to the current decade. This surge of research parallels the ubiquitousness of video game play in everyday life, and the increasing concern of parents, educators, and the public regarding possible deleterious effects of gaming. Numerous studies have now investigated this concern. Recently, research has also begun to explore the possible benefits of gaming, in particular, increasing prosocial behaviour. This chapter presents a comprehensive review of the research literature examining the effects of video game playing on prosocial behaviour. Within this literature, a variety of theoretical perspectives and research methodologies have been adopted. For example, many researchers invoke the General Learning Model to explain the mechanisms by which video games may influence behaviour. Other researchers refer to frameworks involving moral education, character education, and care-ethics in their examination of the relationship between gaming and prosocial development. Diverse parameters have been explored in these studies. For example, different studies have Email: [email protected]. 2 Holli-Anne Passmore and Mark D. Holder assessed both the immediate and delayed impacts of gaming, and investigated the effects of different durations of video game playing. Additionally, based on each study’s operational definitions of “aggressive behaviour” and “prosocial behaviour”, a variety of behaviours have been assessed and different measures have been employed. For instance, studies have used self-report measures of empathy, the character strengths of generosity and kindness, and the level of civic engagement, as well as used word-completion and story completion tasks and tit-for-tat social situation games such as “Prisoners' Dilemma”. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Spontaneous Emotional Speech Recordings Through a Cooperative Online Video Game
Spontaneous emotional speech recordings through a cooperative online video game Daniel Palacios-Alonso, Victoria Rodellar-Biarge, Victor Nieto-Lluis, and Pedro G´omez-Vilda Centro de Tecnolog´ıaBiom´edicaand Escuela T´ecnica Superior de Ingenieros Inform´aticos Universidad Polit´ecnicade Madrid Campus de Montegancedo - Pozuelo de Alarc´on- 28223 Madrid - SPAIN email:[email protected].fi.upm.es Abstract. Most of emotional speech databases are recorded by actors and some of spontaneous databases are not free of charge. To progress in emotional recognition, it is necessary to carry out a big data acquisition task. The current work gives a methodology to capture spontaneous emo- tions through a cooperative video game. Our methodology is based on three new concepts: novelty, reproducibility and ubiquity. Moreover, we have developed an experiment to capture spontaneous speech and video recordings in a controlled environment in order to obtain high quality samples. Keywords: Spontaneous emotions; Affective Computing; Cooperative Platform; Databases; MOBA Games 1 Introduction Capturing emotions is an arduous task, above all when we speak about cap- turing and identifying spontaneous emotions in voice. Major progress has been made in the capturing and identifying gestural or body emotions [1]. However, this progress is not similar in the speech emotion field. Emotion identification is a very complex task because it is dependent on, among others factors, culture, language, gender and the age of the subject. The consulted literature mentions a few databases and data collections of emotional speech in different languages but in many cases this information is not open to the community and not available for research. -
Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign -
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. -
Developing Cooperative Agents for Nba Jam
DEVELOPING COOPERATIVE AGENTS FOR NBA JAM A Project Presented to the Faculty of California State Polytechnic University, Pomona In Partial Fulfillment Of the Requirements for the Degree Master of Science In Computer Science By Charlson So 2020 SIGNATURE PAGE Project: DEVELOPING COOPERATIVE AGENTS FOR NBA JAM Author: Charlson So Date Submitted: Spring 2020 Department of Computer Science Dr. Adam Summerville Project Committee Chair Computer Science _____________________________________ Dr. Amar Raheja Computer Science _____________________________________ ii ACKNOWLEDGEMENTS I would like to give a special thanks to Professor Adam Summerville for his lessons and advice with my project. I am extremely grateful to have such a caring and passionate advisor. I would also like to express my gratitude to Professor Amar Raheja. His class, Digital Image Processing, is one I will remember throughout my career. To my dad, Kyong Chin So, my mom, Jae Hyun So, and sister, Katherine So, it was only through your love and support that I was able to succeed in life. Through all the rough times and struggle, here’s to a brighter future. Charlson So iii ABSTRACT As artificial intelligence development has been rapidly advancing, the goal of creating artificial agents that can mimic human behavior is becoming a reality. Artificial agents are becoming capable of reflecting human behavior and decision making such as drawing creative art pieces and playing video games [10][24]. Therefore, they should be able to mimic one of the greatest human strengths, cooperation. Cooperation is an integral skill that allows humans to achieve feats that they cannot do alone. It is also a highly valuable skill that can be developed for artificial agents as software with intelligent programming becomes integrated into human society. -
Esports Library Topical Guide a List of Selected Resources
Esports Library Topical Guide A List of Selected Resources E-BOOKS Click on images STREAMING VIDEOS A Gamer's Life: The Lives of Gaming in Color: The Queer State of Play: The World of Geek Girls: The Hidden Half of Professional Video Game Side of Gaming South-Korean Professional Fan Culture Players Video Gamers Rise of the Supergamer TEDTalks: Herman Narula— TEDTalks: Daphne Bavelier— Video Games Will Make Us The Transformative Power of Your Brain on Video Games Smarter: A Debate Video Games Contact Us Website www.ntc.edu/library Email [email protected] Phone 715.803.1115 Revised 11/9/2020 1 Esports Library Topical Guide A List of Selected Resources Articles NTC Esports Links A Controller That Lets Gamers Play in Their Own Way AbleGamers helps level the playing field for disabled gamers Are E-Sports Real Sports? Coming Out of the Virtual Closet Conquering Gender Stereotype Threat in "Digit Sports": Effects of Gender Swapping on Female Players' Continuous Participation Intention in ESports. CyberPsychology - Special issue: Experience and Benefits of Game Playing Esports: Change is needed for women to feel welcome, says Vitality boss Exploring the Benefits of Digital Interactive Games on People's Health NTC Esports Page For Gamers With Disabilities, Creative Controllers Open Worlds Gender and video games: How is female gender generally represented in various genres of video games? Health Benefits of Gaming. How women are breaking into the lucrative world of professional gaming; A rising group of talented, charismatic and business-savvy -
User Manual Instructions
ENG boss Local supervisor for medium and large systems LEGGI E CONSERVA QUESTE ISTRUZIONI READ AND SAVE THESE USER MANUAL INSTRUCTIONS boss +0300088EN - ENG Up to date version available on www.carel.com ENG All the above reported suggestions are also valid for the control, WARNING serial boards, programming keys or however for any other accessory in the CAREL product portfolio. CAREL adopts a continuous development policy. Therefore, CAREL reserves the right to carry out modifications and improvements on CAREL developed its products thanks to the several years of any product described in this document without prior notice. experience in the HVAC field, continuous investment in The technical data in the manual can undergo modifications technological innovation of the product, rigorous quality without forewarning. procedures and processes with in-circuit and function tests on The liability of CAREL in relation to its products is specified in the 100% of its production, as well as the most innovative production CAREL general contract conditions, available on the website technologies available on the market. CAREL and its branch www.carel.com and/or by specific agreements with customers; offices/affiliates do not guarantee, in any case, that all the aspects specifically, to the extent where allowed by applicable legislation, of the product and the software included in the product will in no case will CAREL, its employees or subsidiaries be liable for respond to the demands of the final application, even if the any lost earnings or sales, losses of data and information, costs of product is built according to state-of-the-art techniques. -
The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior
Intuition: The BYU Undergraduate Journal of Psychology Volume 14 Issue 1 Article 5 2019 The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior Ariqua M. Furse Brigham Young University Follow this and additional works at: https://scholarsarchive.byu.edu/intuition Part of the Psychology Commons Recommended Citation Furse, Ariqua M. (2019) "The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior," Intuition: The BYU Undergraduate Journal of Psychology: Vol. 14 : Iss. 1 , Article 5. Available at: https://scholarsarchive.byu.edu/intuition/vol14/iss1/5 This Article is brought to you for free and open access by the Journals at BYU ScholarsArchive. It has been accepted for inclusion in Intuition: The BYU Undergraduate Journal of Psychology by an authorized editor of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Furse: Effects of Cooperative Gameplay The Effects of Cooperative Gameplay on Aggression and Prosocial Behavior Ariqua Furse Brigham Young University Abstract Over a quarter of the world’s population spends an average of 5.96 hours a week gaming. The top ten most played games are either exclusively multiplayer or have a multiplayer option, with 70% containing violent content. Despite the prevalence of multiplayer gaming, most video game research has been focused on single player modes. Video game aversion is based on this single player research. There is a lesser awareness of the effects of cooperative video game play. The majority of the literature on the effects of cooperative game play on aggression and prosocial behavior reviewed shows that, when played cooperatively, video games, regardless of content, have little or no effect on aggression or prosocial behavior. -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
It's in the Game: the Effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games David P. Mclean Thes
It’s in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games David P. McLean Thesis submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Master of Arts In Communication James D. Ivory, Chair Beth M. Waggenspack Marcus Cayce Myers 6/15/2016 Blacksburg, VA Keywords: Video Games, Hostility, Online interaction Copyright © 2016 Dave McLean It’s in the Game: The effect of Competition and Helpfulness on Anti-Social Behavior in Online Video Games David P. McLean ABSTRACT Video games have been criticized for the amount of violence present in them and how this violence could affect aggression and anti-social behavior. Much of the literature on video games effects has focused primarily on the content of video games, but recent studies show that competition in video games could be a major influence on aggression. While competing against other players has been shown to increase aggression, there is less research on whether the mere presence of a competitive environment can influence aggression. The existing research has also primarily been performed using surveys and lab experiments. While these two approaches are very useful, they lack the ecological validity of methods like field experiments. This study examined how competitiveness, teamwork, and co-operation affect anti-social behavior in video games. A 2 (competition: high vs low) x 2 (cooperation: vs no cooperation) x 2 (team: teammates vs opponents) online field experiment on hostile speech was performed. In this study, it was found that players experience more hostile language from their teammates than they do opponents.