Praxis Games a Design Philosophy for Mobilizing Knowledge Through Play • Steve Wilcox
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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. -
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. -
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. -
California State University, Northridge Karmu As
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE KARMU AS WOUNDED HEALER A thesis submitted in partial satisfaction of the requirements for the degree of Master of Arts in Education, Educational Psychology, Counseling and Guidance by Janet Z. Gile1.. June, 1981 The Thesis of Janet Z. Giler is approved: California State University, Northridge ii Copyright by Janet Z. Gi1er - 1981 This work is dedicated to the memory of my mother who died of cancer sixteen years ago, and represents everything I would have wanted to say to her except thank you for loving very special flowers. iii ACKNOWLEDGMENTS The list of people who have helped me define and execute this project are numerous. The ones who stand out most prominently are my committee, teachers, friends and family. I would like to thank the following, while acknowledging their contributions: Margaret Thompson, my chairperson, who took me seriously and debated with me about the nature of healing; John Cogswell, Luis Rubalcava, Joe McNair and Dorothy Doyle, who have taught me and allowed me to grow; John Hubacher, who shared his years of research in parapsychology; Sam White, who showed me how to observe without interpreting; Alan Ruskin, who spent years helping me clarify many of the concepts; Debbie Johnson, who helped keep me sane and grounded; Joann Culbert-Koehn, who helped me sort through my own experiences; and Michael Shoob, who showed me the difference between the written and spoken word. Lastly, I would lH:e to thank my family for providing an environment whieh taught me to question, and KF-trmu, who allowed me to see that reality was greater than I had percei vecl. -
Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
Recreation in Idaho: Campgrounds, Sites and Destinations
U.S. Department of the Interior BUREAU OF LAND MANAGEMENT Recreation in Idaho Campgrounds, Sites and Destinations Locations to Explore Four BLM district offices, 12 field offices and the Idaho State Office administer almost 12 million acres of public lands in Idaho. Please reference the colors and map throughout the booklet for specific regions of Idaho. You may also contact our offices with questions or more information. East-Central and Eastern Idaho Northern Idaho BLM IDAHO FALLS DISTRICT BLM COEUR D’ALENE DISTRICT 1405 Hollipark Drive | Idaho Falls, ID 83401 3815 Schreiber Way | Coeur d’Alene, ID 83815 208-524-7500 208-769-5000 BLM Challis Field Office BLM Coeur d’Alene Field Office 721 East Main Avenue, Suite 8 3815 Schreiber Way | Coeur d’Alene, ID 83815 Challis, ID 83226 208-769-5000 208-879-6200 BLM Cottonwood Field Office BLM Pocatello Field Office 2 Butte Drive | Cottonwood, ID 83522 4350 Cliffs Drive | Pocatello, ID 83204 208-962-3245 208-478-6340 Southwestern Idaho BLM Salmon Field Office BLM BOISE DISTRICT 1206 S. Challis St. | Salmon, ID 83467 3948 Development Avenue | Boise, ID 83705 208-756-5400 208-384-3300 BLM Upper Snake Field Office BLM Bruneau Field Office 1405 Hollipark Dr. | Idaho Falls, ID 83401 3948 Development Ave. | Boise, ID 83705 208-524-7500 208-384-3300 South-Central Idaho BLM Four Rivers Field Office and the BLM TWIN FALLS DISTRICT Morley Nelson Snake River Birds of Prey 2536 Kimberly Road | Twin Falls, ID 83301 National Conservation Area 208-735-2060 3948 Development Ave. | Boise, ID 83705 208-384-3300 BLM Burley Field Office 15 East 200 South | Burley, ID 83318 BLM Owyhee Field Office 208-677-6600 20 First Avenue West | Marsing, ID 83639 208-896-5912 BLM Jarbidge Field Office 2536 Kimberly Road | Twin Falls, ID 83301 208-735-2060 BLM Shoshone Field Office including the Craters of the Moon National Monument and Preserve 400 West “F” Street | Shoshone, ID 83352 208-732-7200 Whitewater fun for the family on one of many Idaho rivers. -
Annotated Worlds for Animate Characters
ANNOTATED WORLDS FOR ANIMATE CHARACTERS a dissertation submitted to the department of computer science and the committee on graduate studies of stanford university in partial fulfillment of the requirements for the degree of doctor of philosophy Patrick Owen Doyle March 2004 c Copyright by Patrick Owen Doyle 2004 All Rights Reserved ii I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Richard Fikes (Principal Adviser) I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Barbara Hayes-Roth I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Terry Winograd Approved for the University Committee on Graduate Studies. iii Abstract Autonomous intelligent agents designed to appear as convincing “animate” characters are presently quite limited. How useful and how believable they are depends on the extent to which they are integrated into a specific environment for a particular set of tasks. This tight integration of character and context is an inadequate approach in the rapidly-expanding realm of large, diverse, structurally homogeneous but dis- parate virtual environments, of which the Web is only the most obvious example. By separating a character’s core features, which are invariable, from its knowledge of and abilities in any specific environment, and embedding this latter information in the environment itself, we can significantly improve the character’s believability, its utility, and its reusability across a variety of domains. -
The Presentation of Self in Massively Multiplayer Online Games, to Investigate How Players Create and Maintain Versions of Self in These Environments
The Presentation of Self in Massively Multiplayer Online Games Alexander D. Meredith A thesis submitted in partial fulfilment of the requirements of Nottingham Trent University for the degree of Doctor of Philosophy October 2014 Copyright Statement This work is the intellectual property of the author. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of the information contained within this document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed to the owner of the Intellectual Property Rights. 1 Abstract This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate how players create and maintain versions of self in these environments. Key research questions concerned the motivation for engaging in these behaviours, the impact of such activities on their offline lives and for those that did not engage in the active presentation of self, why they did not do this. There were three studies in the thesis, employing a combination of qualitative and quantitative methods. The first study consisted of interviews (n=29), analysed using Grounded theory, and the second an online focus group (n=13 participants) explored using thematic analysis. These results were combined to create a theoretical model for the presentation of self in MMOs. Based on these concept statements a third study (n=408) was created, using an online questionnaire design. Results indicated that a five factor model was the most satisfactory means of explaining the presentation of self in MMOs – with Presentation of the Existing Self, Social Interaction, Gaming Aesthetics, Presenting Different Sides of the Self, and Emotional Impact as the salient factors. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games LEIGH SIMON ACHTERBOSCH This thesis is submitted in total fulfilment of the requirements for the degree of Doctor of Philosophy (Information Technology) Faculty of Science and Technology Federation University Australia PO Box 663 University Drive, Mount Helen Ballarat, Victoria 3353 Australia Submitted in April 2015 Abstract Abstract This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs.