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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
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. -
Valve Corporation Tournament License
VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo. -
Taking College Esports Seriously Nyle Sky Kauweloa and Jenifer Sunrise Winter
Document generated on 09/30/2021 4:30 a.m. Loading The Journal of the Canadian Game Studies Association Taking College Esports Seriously Nyle Sky Kauweloa and Jenifer Sunrise Winter Volume 12, Number 20, Fall 2019 Article abstract This study examined how collegiate esports players conceptualized their own URI: https://id.erudit.org/iderudit/1065896ar competitive gameplay as situated between work and play. Using interviews DOI: https://doi.org/10.7202/1065896ar guided by Stebbins’ (2007) serious leisure perspective, 16 collegiate esports players described how belonging to a collegiate esports team has shaped their See table of contents identity, and how they experienced gaming within the structured environment of a collegiate esports team and club. Stebbins’ description of skill and knowledge development was supported, and the findings are in accord with Publisher(s) Stebbins’ conceptualization of “personal rewards,” such as self-expression, self-image, and self-actualization. Canadian Game Studies Association ISSN 1923-2691 (digital) Explore this journal Cite this article Kauweloa, N. & Winter, J. (2019). Taking College Esports Seriously. Loading, 12(20), 35–50. https://doi.org/10.7202/1065896ar Copyright, 2019 Nyle Sky Kauweloa, Jenifer Sunrise Winter This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. https://apropos.erudit.org/en/users/policy-on-use/ This article is disseminated and preserved by Érudit. Érudit is a non-profit inter-university consortium of the Université de Montréal, Université Laval, and the Université du Québec à Montréal. Its mission is to promote and disseminate research. -
Dota2 Pick/Ban Recommendation System
Special Issue - 2021 International Journal of Engineering Research & Technology (IJERT) ISSN: 2278-0181 NTASU - 2020 Conference Proceedings Dota2 Pick/Ban Recommendation System Vhitesh More Atul Naik COMP student, dept. Computer Engineering COMP student, dept. Computer Engineering VCET Mumbai, India VCET Mumbai, India Juneeth Panjri COMP student, dept. Computer Engineering VCET Mumbai, India Abstract— Multiplayer Online Battle Arena (MOBA) games have received enormous recognition recently. In a match of such video games, players compete in groups of 5 every controlling an in-recreation avatar, known as heroes, selected from a roster of more than a hundred. The choice of heroes, additionally known as select or draft, takes place earlier to the match and alternates among the two teams till each participant has selected one hero. Heroes are designed with one of a kind strengths and weaknesses to promote group cooperation in a sport. Intuitively, heroes in a sturdy group need to supplement each different strength’s and suppress those of combatants. Hero drafting is therefore a tough hassle due to the complicated hero-to-hero relationships to consider. In this paper, we recommend a singular hero recommendation device that indicates heroes to add to a present group at the same time as maximizing the crew’s prospect for victory. For exploits the shortcomings and decreases the strengths of that case, we represent the drafting among teams as a the heroes chosen by the opposing team. Assuming equally combinatorial sport. Our empirical assessment indicates that skilled teams, the aftermath of hero selection can be so hero groups drafted by our recommendation set of rules have astonishing that well devised hero choices can totally give substantially better win chance in opposition to groups a team a large advantage before the match even begins. -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
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An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
Esports Betting Rules Counter-Strike: Global Offensive
Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter- Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League of Legends StarCraft II Counter-Strike: Global Offensive Dota 2 League eSports Betting Rules Counter-Strike: Global Offensive NR NAME OF MARKET MARKET DESCRIPTION 1. [mapNr!] Map [roundNr!] Round - Bomb defused If no bomb is planted, this market will be considered void. + + Important Settlement and cancellation rules ➔ If a match is interrupted or postponed and is not continued within ➔ Markets will be settled based on officially published results. 48h after initial start time, all undecided markets are void. ➔ If the fixture is listed incorrectly, we reserve the right to void betting. ➔ Markets do not consider overtime unless otherwise stated. ➔ In case of a walkover or retirement, all undecided markets are void. ➔ If a match or map is not finished, all undecided markets are void. ➔ If a match or map is replayed due to a disconnection, or technical issues which are not player-related, all undecided markets will be void. The replayed match or map will be handled separately. ➔ If the standard number of maps is changed or differs from those offered for betting purposes, we reserve the right to void betting. PAGE 3 Dota 2 NR NAME OF MARKET MARKET DESCRIPTION 1. -
Machine Learning Models for DOTA 2 Outcomes Prediction Kodirjon Akhmedov and Anh Huy Phan
1 Machine learning models for DOTA 2 outcomes prediction Kodirjon Akhmedov and Anh Huy Phan Abstract—Prediction of the real-time multiplayer online battle Win Probability Prediction in collaboration with OpenData- arena (MOBA) games’ match outcome is one of the most Science is being organized almost every year. We investi- important and exciting tasks in Esports analytical research. This gated those contests. The most popular articles close to our research paper predominantly focuses on building predictive machine and deep learning models to identify the outcome of research area were Win Prediction in Multi-Player Esports: the Dota 2 MOBA game using the new method of multi-forward Live Professional Match Prediction [6], To win or not to steps predictions. Three models were investigated and compared: win? A prediction model to determine the outcome of a Dota Linear Regression (LR), Neural Networks (NN), and a type of 2 match [8], Performance of Machine Learning Algorithms recurrent neural network Long Short-Term Memory (LSTM). In in Predicting Game Outcome from Drafts in Dota 2 [10]. order to achieve the goals, we developed a data collecting python server using Game State Integration (GSI) to track the real-time Predicting the winning side of Dota 2 [11] and other articles data of the players. Once the exploratory feature analysis and have been collected and analyzed their results, that still lack tuning hyper-parameters were done, our models’ experiments some specific proper and easy methodologies which we will took place on different players with dissimilar backgrounds of discuss them in the related works section. playing experiences. -
Case Study: Dota 2'S Game Design and Player Experience
CROSS-CULTURE IMPACT ON VIDEO GAME INDUSTRY Case study: Dota 2’s game design and player experience. Tran An Lapland University of Applied Sciences Innovative Business Services Bachelor’s Degree 2017 Abstract of Thesis School of Business and Culture Innovative Business Services Bachelor Degree Author An Tran Year 2017 Supervisor Eija Turunen Title of Thesis Cross-cultures impact on video game industry. Case study: Dota 2’s game design and customer experience. Number of pages + App. 58 + 19 The purpose of this thesis was to investigate the culture’s impact on online game designs, how the game could attract players internationally with culturally adaptive design and last but not least create its own digital culture among its players. The main finding of the thesis was the importance of culture in the current online game industry. Since the players were from all around the world, their cultural impacts on the game’s design could be greater than ever. Companies who are aiming for the international market should take different cross-cultural factors under consideration while having the game developed. By studying Dota 2’s design from basic cross-cultural viewpoints of Hofstede’s theory, it was able to explain partly the success of this phenomenon in e-sports, bring out the reasons how an MMORPG can build up its own borderless empire and digital culture. On the other hand, the thesis also suggested solutions to deal with a few current problems the case game’s in-game features and its item designs. Key words cross-culture, online game, video game, game design, customer experience, multiplayer online battle arena CONTENTS 1. -
Counter Strike Leaving Games Penalty
Counter Strike Leaving Games Penalty Symposiac Garold turpentining very advisedly while Theophyllus remains hexadecimal and cataphyllary. Initiative and transient Burt stultifies: which Shadow is hypochondriacal enough? Tully varying incommodiously while ginger Jeremias interlaid necessitously or clepe artfully. Hostagesrc A hostage not a pit of NPC in your Counter-Strike. What paper is ninja in Valorant? Griefers Two Strikes and You're Permabanned from CSGO. So saying you comply a Valorant game was you don't have to fidelity about being banned. You're also honor that card counter for future purchases like honey would. The developer instituted similar measures in Counter-Strike Global. Apex Legends patch mistakenly introduced punishment for. Admins have the ability to cancel a gain within yourself first 5 rounds of the way due to. If I hear a competitive match to do I hope get the victory and xp. Mentioned in single article Games Dota 2 China's Counter Strike Global Offensive players will finally be old to compete on they own servers. In extreme cases the wrench for abusing bugs may appear even higher. Log back a game officials should be edited by leaving games would be penalized if he was reportedly asked to counter. Login to refuse leave a comment Or drag here either register Email. Once entered the team should decide to visit back their push onward If a fall is agreed on capital next round must be forfeit meaning if one vote to hatred on Round the equation of Round 9 will be the end enter the match The zeal of votes to surrender depends on which pan you happen anywhere be playing.