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Cookie Clicker: Gamification
This is a repository copy of Cookie Clicker: Gamification. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/146788/ Version: Accepted Version Book Section: Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2019) Cookie Clicker: Gamification. In: Hunteman, Nina and Payne, Mathew Thomas, (eds.) How to Play Video Games. NYU Press , New York , pp. 200-207. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cookie Clicker Gamification Sebastian Deterding Abstract: Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make a rote act like clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification. As I type these words into my text editor, the open browser tab next to it informs me that I am currently baking 62.526 sextillion cookies per second. -
Playing to Wait: a Taxonomy of Idle Games
CHI 2018 Paper CHI 2018, April 21–26, 2018, Montréal, QC, Canada Playing to Wait: A Taxonomy of Idle Games Sultan A. Alharthi,1 Olaa Alsaedi,1 Zachary O. Toups,1 Joshua Tanenbaum,2 Jessica Hammer3 1Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 2 Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA 3HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA {salharth, olaa}@nmsu.edu, [email protected], [email protected], [email protected] Figure 1. Sample of idle games featuring different styles of gameplay, interaction, and graphical or text interfaces. From left to right: Cookie Clicker [G50], AdVenture Capitalist [G38], Kittens Game [G16], Clicker Heroes [G66], and Cow Clicker [G39]. Screenshots taken cb author Alharthi. ABSTRACT are typically played in web browsers, on mobile devices, or Idle games are a recent minimalist gaming phenomenon in on a PC. Players progress with minimal-to-no interaction. Idle which the game is left running with little player interaction. games usually involve repeating a simple action (e.g., clicking, We deepen understanding of idle games and their characteris- rubbing, tapping) to accumulate resources as a core mechanic, tics by developing a taxonomy and identifying game features. an action that is regularly performed in play [55]. Most idle This paper examines 66 idle games using a grounded theory games also include mechanics that automate gameplay so the approach to analyze play, game mechanics, rewards, interac- game progresses by itself [50]. Although the interactions are tivity, progress rate, and user interface. -
Staying Alive Fallout 76
ALL FORMATS EXCLUSIVE Staying Alive Far Cry 4’s Alex Hutchinson How the British games industry survived its on his “louder, brasher” game turbulent early years Fallout 76 Bethesda, BETA and “spectacular” bugs Issue 1 £3 wfmag.cc 01 72000 GRIS 16 7263 97 Subscribe today 12 weeks for £12* Visit: wfmag.cc/12issues to order * UK Price. 6 issue introductory offer In search of real criticism an games be art? Roger Ebert judge – the critic is a guide, an educator, and an argued that they couldn’t. He was interpreter. The critic makes subtext text, traces C wrong. Any narrative medium themes, and fills in white space. Put another can produce art. But I’m not sure way, the critic helps the audience find deeper we’re producing many examples that meet JESSICA PRICE meaning in a piece of art. Or: the critic teaches that definition. Let’s be honest: everyone keeps Jessica Price is a the audience the rules of the games artists play producer, writer, and talking about BioShock because it had something manager with over a so that they’re on a level ground with the artist. to say and said it with competence and style, decade of experience One only has to compare movie or TV reviews in triple-A, indie, and not because what it had to say was especially tabletop games. in any mainstream publication, in which at least profound. Had it been a movie or a book, I doubt some critical analysis beyond “is this movie it would have gotten much attention. -
"How Does Gamified Interaction Allow Participants to Co-Create Digital Artworks?"
Erasmus Mundus Joint Master Degree European Master of Excellence Media Arts Cultures "HOW DOES GAMIFIED INTERACTION ALLOW PARTICIPANTS TO CO-CREATE DIGITAL ARTWORKS?" Qualitative analysis: comparative method, within-case method of analysis and embedded multiple-case study Master Thesis Handed in to Department of Communication and Psychology Aalborg University Head of Department Univ.-Prof. Dr. Mikael Vetner and the Media Arts Cultures Consortium Supervisor: Palle Dahlstedt (Ph.D., MFA, MA) By: Dominique Vinckenbosch (BA, MA) August 12, 2019 ! ii! ABSTRACT Topic: Game design elements (gamification affordances) applied to interaction for co-creation in art. Author: Dominique Vinckenbosch Course/Year: Media Arts Cultures, 2017-2019 4th Semester Placement: Aalborg University, Denmark Pages: 130 Content: So far gamification and interaction in art have been studied separately. However, the research question of this study "How does Gamified Interaction allow participants to co-create digital artworks?" covers three disciplines, respectively games, human computer interaction and interactive art and demonstrate connections premises between the three. Therefore, this study aims to bridge these three disciplines by filling the gap in the current research about the application of game design elements (gamification affordances) to interaction for co-creation in art. In order to do so, the study conducts an in-depth cross-case and within-case qualitative analysis of four digital artworks, respectively The Beast, Cow Clicker, Tweetris and BURP in regards to two previously elaborated hypotheses, which goals are to provide evidence of a causal relationship (H1) and to eliminate a causal factor as a necessary condition (H2). The results demonstrate that Gamified Interaction enables co-creation in the form of authorial and social collaboration, and that it does not necessary have to be designed according to the participants. -
Increasing the Transparency of Research Papers with Explorable Multiverse Analyses
Increasing the Transparency of Research Papers with Explorable Multiverse Analyses Pierre Dragicevic Yvonne Jansen Abhraneel Sarma Inria CNRS – Sorbonne Université University of Michigan Orsay, France Paris, France Ann Arbor, MI, USA [email protected] [email protected] [email protected] Matthew Kay Fanny Chevalier University of Michigan University of Toronto Ann Arbor, MI, USA Toronto, Canada [email protected] [email protected] ABSTRACT ACM Reference Format: We present explorable multiverse analysis reports, a new ap- Pierre Dragicevic, Yvonne Jansen, Abhraneel Sarma, Matthew Kay, proach to statistical reporting where readers of research and Fanny Chevalier. 2019. Increasing the Transparency of Research Papers with Explorable Multiverse Analyses. In CHI Conference on papers can explore alternative analysis options by interact- Human Factors in Computing Systems Proceedings (CHI 2019), May 4– ing with the paper itself. This approach draws from two 9, 2019, Glasgow, Scotland UK. ACM, New York, NY, USA, 15 pages. recent ideas: i) multiverse analysis, a philosophy of statistical https://doi.org/10.1145/3290605.3300295 reporting where paper authors report the outcomes of many dierent statistical analyses in order to show how fragile or robust their ndings are; and ii) explorable explanations, 1 INTRODUCTION narratives that can be read as normal explanations but where The recent replication crisis in psychology and other disci- the reader can also become active by dynamically changing plines has dealt a blow to the credibility of human-subject re- some elements of the explanation. Based on ve examples search and prompted a movement of methodological reform- and a design space analysis, we show how combining those [70]. -
Download This PDF File
Vol. 10, No. 1 (2019) http://www.eludamos.org The Ontology of Incremental Games: Thinking like the Computer in Frank Lantz’s Universal Paperclips Matthew Schmalzer Eludamos. Journal for Computer Game Culture. 2019; 10 (1), pp. 91–108 The Ontology of Incremental Games: Thinking like the Computer in Frank Lantz’s Universal Paperclips MATTHEW SCHMALZER “Mass media,” Alexander Galloway (2006) claims, has undergone an “upheaval” (p.3). He argues that “what used to be primarily the domain of eyes and looking is now more likely that of muscles and doing” (p.3). Videogames are the catalyst of this supposed shift. Where we once inertly watched media, we now actively play them. However, during gameplay, the player is not the only one that acts; the computer does as well. The computer’s software runs, acting both in response to players’ actions and of its own accord. In Super Mario Bros. (Nintendo, 1985), for example, players’ input makes Mario jump and run, but set the controller down and the enemies continue moving along their determined routes, the music continues playing, and the clock insists on ticking down. All of these actions are algorithmically determined by the computer’s code and require no input from the player. The computer plays even when the player ceases interacting with it, demonstrating an agency of its own that has a very real effect on the player. If the computer’s code determines that an enemy’s path should intersect with Mario’s, the player will likely respond by attempting to evade or attack the algorithmically generated obstacle. -
Making Text Annotation Fun with a Clicker Game
Making Text Annotation Fun with a Clicker Game Chris Madge Richard Bartle Jon Chamberlain Queen Mary Univ. Of London University Of Essex University Of Essex United Kingdom United Kingdom United Kingdom [email protected] [email protected] [email protected] Udo Kruschwitz Massimo Poesio University Of Essex Queen Mary Univ. Of London United Kingdom United Kingdom [email protected] [email protected] ABSTRACT the most successful GWAPs [9, 45]. The original GWAPs for AI In this paper we present WordClicker, a clicker game for text anno- by von Ahn, such as The ESP Game, were effective in presenting tation. We believe the mechanics of ‘Ville type Free-To-Play (F2P) their tasks, as per the original definition, in such a way that the games in general, and clicker games in particular, is particularly labels gathered were a byproduct of play [45]. In contrast, it has suited for GWAPs (Games-With-A-Purpose). WordClicker was de- been said that language resourcing games such as PhraseDetectives veloped as one component of a suite of GWAPs meant to cover all [36], are not entirely GWAPs as annotations are not a byproduct, aspects of language interpretation, from tokenization to anaphoric but rather it is evident that the player is annotating text [26]. This interpretation. As such, WordClicker is intended to have a dual can be said of the majority, if not all language resourcing GWAPs. function as part of this suite of GWAPs: both for parts-of-speech Wordrobe for example, unlike PhraseDetectives, is a game which annotation and for teaching players about parts of speech so that deliberately aims to hide the true nature and linguistic complexity they can go on and play GWAPs for more complex syntactic an- of the tasks by presenting them as multiple choice questions and notation. -
Increasing the Transparency of Research Papers with Explorable Multiverse Analyses
CHI 2019 Paper CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK Increasing the Transparency of Research Papers with Explorable Multiverse Analyses Pierre Dragicevic Yvonne Jansen Abhraneel Sarma Inria CNRS – Sorbonne Université University of Michigan Orsay, France Paris, France Ann Arbor, MI, USA [email protected] [email protected] [email protected] Matthew Kay Fanny Chevalier University of Michigan University of Toronto Ann Arbor, MI, USA Toronto, Canada [email protected] [email protected] ABSTRACT ACM Reference Format: We present explorable multiverse analysis reports, a new ap- Pierre Dragicevic, Yvonne Jansen, Abhraneel Sarma, Matthew Kay, proach to statistical reporting where readers of research and Fanny Chevalier. 2019. Increasing the Transparency of Research Papers with Explorable Multiverse Analyses. In CHI Conference on papers can explore alternative analysis options by interact- Human Factors in Computing Systems Proceedings (CHI 2019), May 4– ing with the paper itself. This approach draws from two 9, 2019, Glasgow, Scotland UK. ACM, New York, NY, USA, 15 pages. recent ideas: i) multiverse analysis, a philosophy of statistical https://doi.org/10.1145/3290605.3300295 reporting where paper authors report the outcomes of many different statistical analyses in order to show how fragile or robust their findings are; and ii) explorable explanations, 1 INTRODUCTION narratives that can be read as normal explanations but where The recent replication crisis in psychology and other disci- the reader can also become active by dynamically changing plines has dealt a blow to the credibility of human-subject re- some elements of the explanation. Based on five examples search and prompted a movement of methodological reform- and a design space analysis, we show how combining those [70]. -
New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler
. New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler A dissertation in partial satisfaction of the requirements for the degree of Doctor of Philosophy (Ph.D.) University of Plymouth Supplemented by: Proof of Practice: 1 DVD video documentation, 1 DVD appendices, source code, game executable, and supporting files Wordcount: 76,970 Committee in Charge: Supervisor: 2nd Supervisor: Prof. Jill Scott Dr. Daniel Bisig Zurich University of the Arts (ICS) Zurich University of the Arts (ICST) University of Plymouth University of Zurich (AIL) March 11, 2012 Abstract Andreas Schiffler (2011), `New Game Physics: Added Value for Transdisciplinary Teams', Ph.D. University of Plymouth, UK. This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the re- search was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide sig- nificant value. The resulting designs reflected combined goals of game devel- opers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. -
2018 Fellows
2018 Undergraduate Fellows From Fall 2017 to Summer 2018, over 500 Stanford students engaged in immersive service opportunities around the world. See a map (http://bit.ly/cardinalquartermap2018) illustrating where all of our summer Cardinal Quarter participants served. The students listed below are supported by the Haas Center for PuBlic Service’s Undergraduate Fellowships Program. Advancing Gender Equity Fellows The Advancing Gender Equity Fellowship is a joint program with the Women’s Community Center and enaBles students to learn aBout gender, diversity, and social justice through a summer practicum with a nonprofit organization or government agency addressing social, political, or economic issues affecting women. • Mayahuel Ramirez, ‘20 (Psychology); Sunrise Children’s Foundation, Las Vegas, NV. Mayahuel was able to directly work with WIC staff in regards to providing low-income families’ access to nutritional and Breastfeeding information as needed. She spent the summer oBserving how WIC staff provide support, education, and empowerment to mothers of all Backgrounds. African Service Fellows The African Service Fellowship is a joint program with the Center for African Studies supporting students’ work on social and economic issues in Africa. • Asrat Alemu, ‘19 (Human Biology); NBA Academy Africa, Saly, Senegal. Asrat worked as a film coordinator and assisted the strength and conditioning coach and the player development coach while also doing several miscellaneous managerial tasks. • James Bicamumpaka, ‘21 (Undeclared); Sandra Lee Centre, Mbabane, Eswatini. James spent his Cardinal Quarter helping orphaned and aBandoned children attending under-resourced government schools overcome their academic Barriers, particularly with STEM subjects. He equally focused his efforts on advocating self-expression as Being therapeutic and an indication of personal strength, rather than the culturally Believed sign of weaknesses. -
Cookie Clicker: Gamification
This is a repository copy of Cookie Clicker: Gamification. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/146788/ Version: Accepted Version Book Section: Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2019) Cookie Clicker: Gamification. In: Hunteman, Nina and Payne, Mathew Thomas, (eds.) How to Play Video Games. NYU Press , New York , pp. 200-207. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cookie Clicker Gamification Sebastian Deterding Abstract: Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make a rote act like clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification. As I type these words into my text editor, the open browser tab next to it informs me that I am currently baking 62.526 sextillion cookies per second. -
Prizes and Awards
SAN DIEGO • JAN 10–13, 2018 January 2018 SAN DIEGO • JAN 10–13, 2018 Prizes and Awards 4:25 p.m., Thursday, January 11, 2018 66 PAGES | SPINE: 1/8" PROGRAM OPENING REMARKS Deanna Haunsperger, Mathematical Association of America GEORGE DAVID BIRKHOFF PRIZE IN APPLIED MATHEMATICS American Mathematical Society Society for Industrial and Applied Mathematics BERTRAND RUSSELL PRIZE OF THE AMS American Mathematical Society ULF GRENANDER PRIZE IN STOCHASTIC THEORY AND MODELING American Mathematical Society CHEVALLEY PRIZE IN LIE THEORY American Mathematical Society ALBERT LEON WHITEMAN MEMORIAL PRIZE American Mathematical Society FRANK NELSON COLE PRIZE IN ALGEBRA American Mathematical Society LEVI L. CONANT PRIZE American Mathematical Society AWARD FOR DISTINGUISHED PUBLIC SERVICE American Mathematical Society LEROY P. STEELE PRIZE FOR SEMINAL CONTRIBUTION TO RESEARCH American Mathematical Society LEROY P. STEELE PRIZE FOR MATHEMATICAL EXPOSITION American Mathematical Society LEROY P. STEELE PRIZE FOR LIFETIME ACHIEVEMENT American Mathematical Society SADOSKY RESEARCH PRIZE IN ANALYSIS Association for Women in Mathematics LOUISE HAY AWARD FOR CONTRIBUTION TO MATHEMATICS EDUCATION Association for Women in Mathematics M. GWENETH HUMPHREYS AWARD FOR MENTORSHIP OF UNDERGRADUATE WOMEN IN MATHEMATICS Association for Women in Mathematics MICROSOFT RESEARCH PRIZE IN ALGEBRA AND NUMBER THEORY Association for Women in Mathematics COMMUNICATIONS AWARD Joint Policy Board for Mathematics FRANK AND BRENNIE MORGAN PRIZE FOR OUTSTANDING RESEARCH IN MATHEMATICS BY AN UNDERGRADUATE STUDENT American Mathematical Society Mathematical Association of America Society for Industrial and Applied Mathematics BECKENBACH BOOK PRIZE Mathematical Association of America CHAUVENET PRIZE Mathematical Association of America EULER BOOK PRIZE Mathematical Association of America THE DEBORAH AND FRANKLIN TEPPER HAIMO AWARDS FOR DISTINGUISHED COLLEGE OR UNIVERSITY TEACHING OF MATHEMATICS Mathematical Association of America YUEH-GIN GUNG AND DR.CHARLES Y.