233 research outputs found

    Adaptive Interfaces for Massively Multiplayer Online Games

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    Massively multi-player online role-playing games (MMORPGs), such as World of Warcraft, have become very popular in recent years. These types of games typically feature rich and complex game environments, enabling more engaging game-play experiences. However, the complexity of the underlying game systems can also result in increased interface complexity, which may diminish player enjoyment - a major element of players' game experience. Players may customise their in-game interfaces to deal with this type of complexity and hence improve their performance, but the challenges associated with manual interface customisation may prevent some players from effectively personalising their own game interface. Players' behavioural models can be used to provide a means of determining potential player in-game behaviour, thus allowing for the automatic adaptation of game interfaces to better suit player needs. This thesis aims to determine whether player-modelled adaptive interfaces can improve players' game experience in MMORPGs. A survey of MMORPG players was conducted to determine which aspects of player experience may be impacted by interface modification. The findings of this study informed the development of an adaptive interface feedback system which aimed to provide players with relevant information, in order to improve their game experience. This prototype system was then evaluated, in order to determine the impact of the developed system on players' game experience

    Spontaneous Communities of Learning: Cooperative Learning Ecosystems Surrounding Virtual Worlds

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    This thesis is the culmination of a five year research project exploring online gamers and the cultures they engage with, both virtually in the many massively multiplayer games and virtual worlds online, and in the physical spaces they inhabit in various play spaces around the world. The primary research questions concerned social learning in such spaces, i.e. how do players learn from one another what they need to be successful, and what are the associated norms and practices for doing so? What sorts of peripheral skills are gained, and are they applicable to physical world contexts? Finally, what does participation in such spaces mean for individuals who may have lacked other mechanisms for social learning, and what impacts might such findings have on existing educational structures? I anticipate that this thesis will generate as many questions as it will answer, and I hope, that as a snapshot of a gaming culture in time, will be looked upon as a monograph in the classic ethnographic tradition

    Analysis on reward systems in video games: strategies in game design and their relation with addiction

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    The number of concern parents who complain about their children’s addiction to video games have exponentially increased. The word addiction is used today in different contexts, but when does this problem reach the medical concern? Several cases of video game addiction have been reported and, scientist have recently been highlighting the difference between playing too much and addiction. It is the engineers’ duty to establish good design mechanisms that respect the limit of addiction. This project seeks to give emphasis to the influence that video games have in society and to build the basis of studying how video games have an impact in human’s psyche. It will be explained how the segregation of dopamine in the human body, can be linked to an addiction due to a primitive instinct of survival. Reward systems will be looked into detail, as the creation of dopamine is strongly affected by the feeling of reward. The paper will analyse 4 representative video games in depth. These games are Candy Crush Saga, Genshin Impact, League of Legends and World of Warcraft. The principal rewards in these games will be analysed and a small survey will be conducted to the gamer community. It will be seen if the mind is really that influenceable and what are the rewards in video games that attract the players

    You Belong Here: An \u27Interpellative\u27 Approach to Usability

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    Given the participatory, immersive Web 2.0 culture that characterizes digital experiences today, what is traditionally understood as \u27usability\u27 is insufficient to drive the engagement Web 2.0 audiences both crave and have come to expect from best-in-class interfaces. Thus, this dissertation presents a \u27constructivist\u27 vision of usability that helps designers \u27speak\u27 to audiences who demand excellence, and who will leave when confronted with mediocrity. The constructivist practice of usability occurs through what I call \u27interpellative design.\u27 Interpellative design is both a complement to, and a critique of, \u27accommodationist\u27 approaches to usability (Howard, 2010a) which tend to be associated with technical problem solving (Jordan, 2001), ease of use (Shedroff, 2001), and \u27expedient\u27 solutions (Katz, 1992) to mechanistic problems. As part of the under-theorized \u27constructivist\u27 approach to usability (Howard, 2010a), interpellative design allows usability to remain a \u27problem-solving discipline\u27 (Jordan, 2001); however, its focus on beauty, argument, and the figural dialogue between designers and users extends the purview of usability into non-algorithmic pursuits. To describe a constructivist approach to usability, I outline a theoretical taxonomy which identifies factors at play in interpellative user interfaces. An \u27interpellative interface\u27 is one which calls out or \u27hails\u27 (Althusser, 1971a) users and indicates that a given interface is a viable \u27place\u27 in which they can exert influence, accomplish tasks, or solve problems. The hail is facilitated through the construction of a habitus and use of social capital (Bourdieu, 1984). Briefly, a habitus is the space into which users are interpellated, and acts and artifacts of social capital are expressions of how they belong in that space. In examining how these factors manifest in digital interfaces, I argue that the constructivist approach to usability enacted through interpellative design enables usability engineers to identify flaws in interfaces that were not apparent before the mechanisms of habitus and social capital were explicated. The lens of interpellative design allows usability engineers to address the constructivist concerns pertaining to emotion, visual communication, and other types of \u27distinctions\u27 (Bourdieu, 1984) that could not be \u27seen\u27 before

    Sethive : creating a peer-to-peer online community for student filmmakers

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    Location is extremely important in filmmaking. Securing a location for filming projects plays a critical role in early production of the project. Although a number of companies developed online platforms that aim to help filmmakers to find filming locations, none offer a platform directly targeted to aid low-budget student filmmakers’ needs and expectations. The digital platform outlined is intended to provide an online community for student filmmakers where they can share and browse cost effective, available, and convenient locations within their campus area. This platform may also foster engagement and mutual support. I analyzed the current state of the art in online location scouting platforms to understand the problem space. Furthermore, I discovered and identified the specific location scouting needs and expectations of student filmmakers, and explored their existing level of trust toward peer-to-peer (P2P) digital platforms. The online and mobile platform resulting from this research allows student filmmakers to connect directly with local student and resident location owners to access cost effective, available, and convenient locations in their area.Thesis (M.A.)Department of Journalis

    Resources, capital, and players inside the game worlds: Bourdieusian approach to game cultures

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    Online gaming is all the time more ubiquitous. With the World becoming increasingly digitized and inter-connected, it is no wonder that the most popular pastime, gaming, is reachable quite literally anywhere. With this popularity comes the multitude of choices to fulfil any gamer’s needs and satisfaction for interactive media as companies are trying to tap into the ever-growing market. Some play to spend time with family and friends, some play to dominate others, some play to become rich, and everything in-between. The online game worlds, especially the games in the genre of Massively Multiplayer Online Role-Playing Games, can house inhabitants of all backgrounds, with all types of motivations, and offer more than enough activities for the inhabitants to enjoy. Despite the immense success of certain games that have defined the future of their respective genre, the research into the immersive and complex virtual worlds has been heavily focusing on aspects and effects external to the game and the act of gaming itself. There is a stern lack of focus on the happenings and lives of the inhabitants of the virtual worlds, apart from very few autoethnographies that attempt to go beneath the surface to explain the affordances that exists. Studies still largely focus on the players before and after they play the games where the in-game actions are rather nuance than the focus. This dissertation shifts the focus upside-down and explores, and explains, deeply through the resources circulating in and around the online multiplayer game worlds with the players themselves being rather side-lined. Used methods include quantitative survey, scoping review, qualitative, and frequency count. This dissertation shows that there just as many ways to live inside the game worlds as there are players. Thus, the main arguments of the work are related to: 1) socializing, the numerous ways to do so, and the importance of it inside the game worlds; 2) the ways avatars and players are able to, or willing to, accumulate resources; 3) using Bourdieusian approach to resources as types of capital is feasible and offers unique insight into the happenings of game worlds; 4) the types of capital as they have more nuance to them in the domain of video games than their broad definitions might let one expect. The results promote the view, that despite the sheer power of statistical analysis to categorize players, there can be found unique approaches to the games varying from the motivations and demographical attributes to focusing on the betterment of the game’s community through discussion forums. Every instance and every approach to gaming is just as valid as any other, which might seem like an obvious statement, but it is clear that the player-bases and sometimes even scholars forget about those playstyles that are in the margin. Further, the results increase the knowledge of how resourceful avatars can be, and what are possibly some intra-game and extra-game limiting factors on how well an entity can utilize the possible affordances. The academia has studies about the social life inside the game worlds, and studies about capital as resource around the game worlds, but they are rarely combined. Even more rare are the comprehensive studies taking a wider look on the life of the citizen of the game worlds with specific research aims or questions in mind. This dissertation gives multi-layered insight into this phenomenon with tangible examples to deliver a very precise message. For one to understand the avatars of games, one must think and approach them as conscious entities rather than only as tools for enjoyment. There is so much more going in the virtual worlds than one mere dissertation can ever include within its pages.Resurssit, pÀÀomat ja pelaajat pelimaailmojen sisĂ€llĂ€: Bourdieulainen lĂ€hestyminen pelikulttuureihin Verkkopelaaminen on enenevissĂ€ mÀÀrin kaikkialla lĂ€snĂ€. Maailman muuttuessa jatkuvasti digitaalisemmaksi ja verkostoituneemmaksi, ei ole ihme, ettĂ€ suosituin vapaa-ajan viete, pelaaminen, on saavuttanut lĂ€hes jokaisen kodin. TĂ€mĂ€ kasvava suosio takaa sen, ettĂ€ jokaiselle pelaajalle on useita vaihtoehtoja, miten lĂ€hestyĂ€ ja kĂ€yttÀÀ interaktiivista mediaa, sillĂ€ yritykset taistelevat siivusta markkinoilla. Jotkut pelaavat viettÀÀkseen aikaa kavereiden ja perheen kanssa, jotkut taas dominoidakseen toisia, joillekin rikkaus on ainoa tavoite, ja kaikkea tĂ€ltĂ€ vĂ€liltĂ€. Verkossa olevat pelimaailmat, etenkin massiivisten monen pelaajan verkkoroolipelien genreen kuuluvat, pystyvĂ€t tarjoamaan kodin pelaajille taustasta ja motivaatiosta huolimatta, sekĂ€ tarjoamaan heille enemmĂ€n kuin tarpeeksi aktiviteetteja ja tekemistĂ€. Huolimatta tiettyjen pelien valtavasta menestyksestĂ€, jotka ovat mÀÀrittĂ€neet oman genrensĂ€ tulevaisuuden, tutkimus mukaansatempaaviin ja monimutkaisiin virtuaalimaailmoihin on keskittynyt voimakkaasti pelin ja itse pelaamisen ulkopuolisiin nĂ€kökohtiin ja vaikutuksiin. Virtuaalimaailmojen asukkaiden tapahtumiin ja elĂ€miin keskittyvĂ€ssĂ€ tutkimuksessa on suuria puutteita, lukuun ottamatta hyvin harvoja autoetnografioita, jotka yrittĂ€vĂ€t mennĂ€ pinnan alle selittÀÀkseen kuinka erilaista kahden eri avatarin elĂ€mĂ€ voikaan olla. Tutkimukset keskittyvĂ€t edelleen suurelta osin pelaajiin ennen ja jĂ€lkeen itse pelisessioiden, jolloin pelin sisĂ€iset toimet ovat enemmĂ€n vivahde kuin painopiste. TĂ€mĂ€ vĂ€itöskirja kÀÀntÀÀ painopisteen ylösalaisin ja tutkii sekĂ€ selittÀÀ syvĂ€llisesti verkkomoninpelien maailmoissa ja niiden ympĂ€rillĂ€ liikkuvia resursseja pelaajien itsensĂ€ ollessa melko sivussa. KĂ€ytettyihin menetelmiin sisĂ€ltyy kvantitatiivinen kysely, kartoittava tarkastelu, laadullinen tutkimus sekĂ€ frekvenssilaskenta. TĂ€mĂ€ vĂ€itöskirja osoittaa, ettĂ€ tapoja elÀÀ pelimaailmoissa on yhtĂ€ monta kuin pelaajiakin. Siten työn pÀÀargumentit liittyvĂ€t: 1) lukuisiin tapoihin sosialisoida ja sen tĂ€rkeyteen pelimaailmassa; 2) tapoihin, joilla niin avatarit kuin pelaajat voivat, tai haluavat, kerĂ€tĂ€ resursseja; 3) Bourdieulaiseen lĂ€hestymistapaan, jossa pÀÀomatyypit kĂ€sitellÀÀn resursseina, on kĂ€yttökelpoista ja tarjoaa ainutlaatuisen kĂ€sityksen pelimaailmojen tapahtumista; 4) pÀÀomatyyppeihin, sillĂ€ niillĂ€ on enemmĂ€n vivahteita videopelien piirissĂ€ kuin niiden laajat mÀÀritelmĂ€t antavat odottaa. Tulokset tukevat nĂ€kemystĂ€, ettĂ€ vaikka tilastollisen analyysin voimasta kategorisoida pelaajia, pelitutkimukseen voidaan löytÀÀ ainutlaatuisia lĂ€hestymistapoja, jotka vaihtelevat motivaatioista ja demografisista ominaisuuksista peliyhteisön parantamiseen keskustelufoorumeiden kautta. Jokainen tapaus ja jokainen lĂ€hestymistapa pelaamiseen on yhtĂ€ pĂ€tevĂ€ kuin mikĂ€ tahansa muu, mikĂ€ saattaa tuntua itsestÀÀn selvĂ€ltĂ€ vĂ€itteeltĂ€, mutta on selvÀÀ, ettĂ€ pelaajakannat ja joskus jopa tutkijat unohtavat marginaalissa olevat pelityylit. LisĂ€ksi tulokset lisÀÀvĂ€t tietoa siitĂ€, kuinka neuvokkaita avatarit voivat olla ja mitkĂ€ ovat mahdollisesti joitain pelin sisĂ€isiĂ€ ja pelin ulkopuolisia rajoittavia tekijöitĂ€ sille, kuinka hyvin he voivat hyödyntÀÀ resursseja. Akatemiassa on tutkimuksia pelimaailmojen sosiaalisesta elĂ€mĂ€stĂ€ ja tutkimuksia pÀÀomasta resurssina pelimaailmoissa, mutta niitĂ€ yhdistetÀÀn harvoin. VielĂ€ harvinaisempia ovat kattavat tutkimukset, jotka tarkastelevat pelimaailmaa asuttavien pelaajien elĂ€mÀÀ laajemmin erityisiĂ€ tutkimustavoitteita tai kysymyksiĂ€ silmĂ€llĂ€ pitĂ€en. TĂ€mĂ€ vĂ€itöskirja antaa monitasoisen kĂ€sityksen tĂ€stĂ€ ilmiöstĂ€ konkreettisten esimerkkien avulla. YmmĂ€rtÀÀkseen pelien avatareja, niitĂ€ tĂ€ytyy ajatella ja lĂ€hestyĂ€ tietoisina kokonaisuuksina eikĂ€ vain viihteen työkaluna. Virtuaalisissa maailmoissa tapahtuu paljon enemmĂ€n kuin yksi vĂ€itöskirja voi koskaan pitÀÀ sisĂ€llÀÀn
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