Designing for Couch Co-Op. 11 Game Design Guidelines
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Issn 2320-9186 1668
GSJ: Volume 8, Issue 8, August 2020 ISSN 2320-9186 1668 GSJ: Volume 8, Issue 8, August 2020, Online: ISSN 2320-9186 www.globalscientificjournal.com Theoretical overview of playing multiplayer video game using EEG device (Neuro Sky Mobile 2) DR. ASHRAF UDDIN,MD.SHAID HASAN PRANTO, ERSHADUL ALAM SEZAN,ABDUS SALAM NIHAL,MOSTAFIZ SHOVON ABSTRACT In this paper we proposed a multiplayer number picker game using brain computer interface (BCI). This game will be controlled by at least two or more people using NeuroSky MindWave Mobile 2. The users will advance through the game by choosing numbers through their brain. Our assumption is the game can be played by both able body or people with disability or both. This will be a simple game which may determine people’s impression and maybe helpful to other Electroencephalography (EEG) based brain computer interface devices to perform multi computational task from multiple users. In our paper we have examined different paper on BCI process using EEG devices that enabled us to learn more about multiplayer gaming advantages in the field of brain computer interface (BCI). 1. INTRODUCTION In brain computer interface it offers a non-invasive means of enabling a human to send messages and commands directly from his or her brain to a computer without moving or by wearing a simple scalp probe. Brain computer interface (BCI) provide the brain with the new output channels that depends on brain activity rather that on peripheral nerves and muscles. BCI can for example provide communication and control, in which the users intent is decoded from electrophysiological measures of brain activity. -
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”. -
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: ........................................................................................................................................................... -
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. -
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. -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
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. -
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. -
Video Games and English As a Second Language •
Video Games and English as a Second Language The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico • Kenneth S. Horowitz The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communi- cation skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic and intermediate English-as-a- second-language (ESL) college students in Puerto Rico. The results indicated a statistically significant relationship between them, supporting previous studies that establish a relationship between online multiplayer video game play and increased confidence and lowered anxiety about using English among second-language learners. Key words: affective filter; communica- tive anxiety (CA); English as a second language (ESL); massive multiplayer online role-playing games (MMORPG); willingness to communicate (WTC) As technology improves and online connectivity pervades many aspects of daily life, the ability to interact with others online grows more and more common- place. Text messaging and the use of social media have become standard means of communication for many individuals, and this level of connectivity carries over to video games. Online multiplayer video gaming is more popular now than ever before, thanks in part to the incredible strides game consoles and home computers have achieved in making online interactions smooth and acces- sible. More than half of those who play video games (53 percent) do so with others, spending more than six hours per week playing online (ESA 2017). -
Character Balance in MOBA Games
Character Balance in MOBA Games Faculty of Arts Department of Game Design Authors: Emanuel Palm, Teodor Norén Bachelor’s Thesis in Game Design, 15 hp Program: Game Design and Programming Supervisors: Jakob Berglund Rogert, Masaki Hayashi Examiner: Mikael Fridenfalk June, 2015 Abstract As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. -
The Relation Between Gaming and the Development of Emotion Regulation Skills Adam Lobel the Relation Between Gaming and the Deve
GAME ON Hanneke Scholten // [email protected] 06-2372-1158 Martin Perescis // [email protected] 06-4711-2810 Aula, Comeniuslaan 2 Radboud University Defense Party 6525 HP Nijmegen 14:30 sharp @ INVITATION Contact paranymphs: The Relation Between Gaming Soul, Funk, & Rock ‘n Roll and the Development of 6512 EN Nijmegen Emotion Regulation Skills Leemptstraat 34 Emotion Regulation Skills American BBQ + Thieme Loods, Adam Lobel 18:30 @ Adam Lobel 20 17 14349_Adam Lobel_Cover.indd 1 13-12-16 11:25 Game on: The relation between gaming & emotion regulation development Adam Lobel The studies described in this thesis were funded by the Behavioural Science Institute, Radboud University Nijmegen. Publication of this thesis was financially supported by the Radboud University Nijmegen. This support is gratefully acknowledged. Crackman by Typodermic Fonts, Inc. Pokemon GB by Jackster Productions. Roboto Condensed Font by Christian Robertson. Cover & bookmark design by David Auden Nash. Nevermind screenshot (Chapter VII title page) courtesy of Erin Reynolds, Flying Mollusk. Printed by Ridderprint with special thanks to Robert Kanters. ISBN: 978-94-6299-514-7 © Adam Lobel, December 2016 For my Mishpacha & For my Savta Rita, who would have been so proud to read the books of her offspring Game on: De relatie tussen gamen en de ontwikkeling van emotieregulatie waardigheden Proefschrift ter verkrijging van de graad van doctor aan de Radboud Universiteit Nijmegen op gezag van de rector magnificus prof. dr. J.H.J.M. van Krieken, volgens besluit van het college van decanen in het openbaar te verdedigen op woensdag, 18 januari, 2017, om 14:30 uur precies door Adam Lobel Geboren op 13 juli 1987 te New York, New York, Verenigde Staten Promotors: prof.