37,065 research outputs found

    Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game

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    Social media has become a major communication channel for communities centered around video games. Consequently, social media offers a rich data source to study online communities and the discussions evolving around games. Towards this end, we explore a large-scale dataset consisting of over 1 million tweets related to the online multiplayer shooter Destiny and spanning a time period of about 14 months using unsupervised clustering and topic modelling. Furthermore, we correlate Twitter activity of over 3,000 players with their playtime. Our results contribute to the understanding of online player communities by identifying distinct player groups with respect to their Twitter characteristics, describing subgroups within the Destiny community, and uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Social Mental Shaping: Modelling the Impact of Sociality on Autonomous Agents' Mental States

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    This paper presents a framework that captures how the social nature of agents that are situated in a multi-agent environment impacts upon their individual mental states. Roles and relationships provide an abstraction upon which we develop the notion of social mental shaping. This allows us to extend the standard Belief-Desire-Intention model to account for how common social phenomena (e.g. cooperation, collaborative problem-solving and negotiation) can be integrated into a unified theoretical perspective that reflects a fully explicated model of the autonomous agent's mental state
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