126 research outputs found

    Can opponent models aid poker player evolution?

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    Dark Patterns in the Design of Games

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    Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’. We examine some of the ways in which those opposed interests can manifest in a game’s design. In particular, we examine those elements of a game’s design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process

    Encoding chance: a technocultural analysis of digital gambling

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    This thesis explores how gambling and gambling-like practices are increasingly mediated by digital technologies. Digital gambling brings gambling closer to the practices and features of videogames, as audiovisual simulations structure users’ experiences. New forms of digital gambling have clear political implications and institute new economic dynamics, as operators increasingly rely on the exploitation of constant interaction, as well as fostering compulsive play. By studying digital gambling from media studies, videogame and cultural studies approaches, this thesis offers a new critical perspective on the issues raised by computer-mediated gambling, while expanding our perspective on what media and gambling are. Current research on gambling practices and markets in disciplines such as psychology, sociology and law has positioned wagering as an exceptional activity because of its association with problem gambling, taxation and financial loss. The increasingly malleable nature of digital gambling media complicates these understandings. Digital gambling and play take a number of shapes: state-of-the-art slot machines, desktop platforms and mobile apps for smartphones and tablets. These cultural forms involve both gambling companies such as Aristocrat and IGT, and videogame companies such as Atari and Zynga. Digital gambling products are consumed by millions of users, primarily in Australia, Europe and North America. In contemporary forms of digital gambling, many users have a gambling or gambling-like experience with or without real money involved. Consumers pay with money and/or labour and/or time and/or access to their digital social networks and contacts. These dynamics represent a significant departure from previous gambling studies, which only consider gambling as those games that involve real money and are demarcated from everyday life. The development of digital gambling sees new cultural forms, including gamble-play media (gambling and gambling-like platforms constructed as videogames), the procedure-image (images that articulate interactive rhetoric), mobile social gambling (the practice carried out through social casino apps) and gambling-machines (an iteration of Deleuze and Guattari’s desiring-machines). Digital gambling operates through assemblages that are materially heterogeneous and increasingly deterritorialised. Through a selection of case studies – including the 3D online casino PKR, the mobile apps Slotomania and Slots Journey, the Electronic Gaming Machine market in New South Wales, Australia, and the online casinos PokerStars and 888 – this thesis analyses the interplay between various digital gambling assemblages and their relations to other media such as videogames and social networking sites

    Extensible graphical game generator

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Vita.Includes bibliographical references (leaves 162-167).An ontology of games was developed, and the similarities between games were analyzed and codified into reusable software components in a system called EGGG, the Extensible Graphical Game Generator. By exploiting the similarities between games, EGGG makes it possible for someone to create a fully functional computer game with a minimum of programming effort. The thesis behind the dissertation is that there exist sufficient commonalities between games that such a software system can be constructed. In plain English, the thesis is that games are really a lot more alike than most people imagine, and that these similarities can be used to create a generic game engine: you tell it the rules of your game, and the engine renders it into an actual computer game that everyone can play.by Jon Orwant.Ph.D

    Internet Poker Gambling Among University Students: A Risky Endeavour or a Harmless Pastime?

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    Two recent phenomena have marked gambling on university campuses: an increase of Internet gambling and a surge of interest in poker (McComb & Hanson, 2009). Accompanying them, greater participation and problem gambling rates among university students have been observed (Griffiths & Barnes, 2008; Wood et al., 2007). This thesis aims to describe online poker gambling patterns and the associated risks among university students, and to determine if the Internet as a context is linked to a greater risk of problematic and excessive gambling engagement and related problems. It compares online to offline poker players. The sample (N=1,256) was drawn from the University Student Gambling Habit Survey 2008 (ENHJEU) conducted among undergraduate students in three universities and three affiliated schools in Montreal, Canada. The analyses revealed that compared to offline poker players online poker players were more likely to be male and born outside of Canada. Their gambling patterns also suggested greater gambling engagement. Online poker players were much more likely than offline poker players to be identified as problem gamblers and to report problems in various major life areas. Virtually no differences were found in co-occurring risky behaviours, such as smoking, alcohol and substance use between the two groups. The findings point to an increased risk for gambling and other problems associated with the Internet and poker gambling for university students. Discussed are potential reasons including the enabling nature of the Internet setting with respect to gambling, as well as the prevailing perception of poker as a skill-based gambling format

    Enhancing fan experience during live sports broadcasts through second screen applications

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    When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events

    DeMo by NaMo (Demonetization by Narendra Modi): Money burning in India

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    Despite the well-documented hardship caused by demonetization policy implemented on 8th November 2016 in India, the large scale public support and acceptance of it was puzzling. Was this acceptance a silent protest to punish those with ill-gotten wealth and an aversion towards the growing inequality in the country? Motivated by this ambiguity, this thesis attempts to understand the demonetization acceptance as being in line with the research in experimental economics and experimental psychology that argues that notions such as inequity aversion and fairness drives human behaviour into taking decisions which are not economically rational. More specifically, the study will examine the role of social preferences and fairness in an economic agents’ behaviour. The research paper designs a “money-burning” experiment in a field setting in India and attempts to mimic the acquisition of money through unfair means (black money) and thereafter offers participants a chance to punish each other (reduce each other’s money at a cost to themselves). The study finds a balanced support for both, self-interest behaviour and fairness preference. Empirically, the study did not find any link between the burning behaviour and demonetization acceptance

    Social, Casual and Mobile Games

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world
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