1,383 research outputs found

    Computer game playing: the game of Twixt

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    A behavioural analysis of computer game playing competence, experience and related physiological processes

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    The current research programme represents a rst step in the psychological analysis of on-line game playing. In the literature review presented in Chapter 1, Network Latency and 'game challenge' were identied as two important variables affecting participants' enjoyment of on-line games. The experiments presented in Chapter 2 define 'game challenge' in terms of levels of derived relational responding, and found that participants were able to consistently respond in accordance with both one and three-node derived relations in the context of a computer game. The presence of Network Latency in a game was found to be detrimental to the game playing experience, but increasing the length of those delays was not. The experiments presented in Chapter 3 defined 'game challenge' in terms of more complex forms of derived relational responding and found that participants were able to consistently respond in accordance with derived 'Same' and 'Opposite'relations in the context of a computer game. As in Chapter 2, the presence of Network Latency in a game was found to be detrimental to the game playing experience, but increasing the length of those delays was not. Participants were more successful at and preferred the simpler levels of the games examined in Chapter 3. Experiments in both Chapters 2 and 3 successfully modeled on-line game playing in terms of derived relational responding. The experiments reported in Chapter 4 were conducted in order to develop novel behavioural and physiological measures of enjoyment in game playing. It was found that participants' preference for games of varying diculty was dependent on their experience with those games. In addition, a novel methodology was developed for analyzing electro-dermal activity, which successfully differentiated games on the basis of the preference shown for them by participants. Finally, Chapter 5 reviewed the relevance of the research findings to the research literature

    A behavioural analysis of computer game playing competence, experience and related physiological processes

    Get PDF
    The current research programme represents a rst step in the psychological analysis of on-line game playing. In the literature review presented in Chapter 1, Network Latency and 'game challenge' were identied as two important variables affecting participants' enjoyment of on-line games. The experiments presented in Chapter 2 define 'game challenge' in terms of levels of derived relational responding, and found that participants were able to consistently respond in accordance with both one and three-node derived relations in the context of a computer game. The presence of Network Latency in a game was found to be detrimental to the game playing experience, but increasing the length of those delays was not. The experiments presented in Chapter 3 defined 'game challenge' in terms of more complex forms of derived relational responding and found that participants were able to consistently respond in accordance with derived 'Same' and 'Opposite'relations in the context of a computer game. As in Chapter 2, the presence of Network Latency in a game was found to be detrimental to the game playing experience, but increasing the length of those delays was not. Participants were more successful at and preferred the simpler levels of the games examined in Chapter 3. Experiments in both Chapters 2 and 3 successfully modeled on-line game playing in terms of derived relational responding. The experiments reported in Chapter 4 were conducted in order to develop novel behavioural and physiological measures of enjoyment in game playing. It was found that participants' preference for games of varying diculty was dependent on their experience with those games. In addition, a novel methodology was developed for analyzing electro-dermal activity, which successfully differentiated games on the basis of the preference shown for them by participants. Finally, Chapter 5 reviewed the relevance of the research findings to the research literature

    Computer games: A double-edged sword?

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    Excessive computer game playing (ECGP) has already become a serious social problem. However, limited data from experimental lab studies are available about the negative consequences of ECGP on players' cognitive characteristics. In the present study, we compared three groups of participants (current ECGP participants, previous ECGP participants, and control participants) on a Multiple Object Tracking (MOT) task. The previous ECGP participants performed significantly better than the control participants, which suggested a facilitation effect of computer games on visuospatial abilities. Moreover, the current ECGP participants performed significantly worse than the previous ECGP participants. This more important finding indicates that ECGP may be related to cognitive deficits. Implications of this study are discussed. © 2008 Mary Ann Liebert, Inc.published_or_final_versio

    An Empirical Judgment of Computer Simulated Ayo Game for Decision Making

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    Decision making plays an important role in the life of every living creature. Virtually on daily basis, people must make one or more decision. A faulty decision can lead to defeat in any competition. This paper presents the process of making decisions on the basis of knowledge of game playing as a major key in defining human characteristics. We simulated Ayo game playing on a digital computer and empirically evaluated the behavior of the prototype simulation. Empirical judgment was carried out on how experts play Ayo game as a means of evaluating the performance of the heuristics used to evolve the Ayo player in the simulation. A paper-based questionnaire was designed and administered to the Ayo game players which were used for the assessments of players’ perceptions of the prototype simulation, which gives room for statistical interpretation. This projects a novel means of solving the problem of decision making in move selections in computer game-playing of Ayo game
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