534,424 research outputs found

    ‘Is that my score?’ : between literature and digital games

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    It is on the margins of what Katherine Hayles calls the ‘shifty’ boundaries between computer games and electronic literature as well as between digital art and electronic literature that I set the focus of this paper. I argue that electronic literature, with its cohabitation of strong elements of play and claims to ‘literariness’, allows for a discussion of the interface between literary theory and digital games by exposing points of contact as well as divergence through the respective claims of the two discourses.peer-reviewe

    Effects of Violent Video/Computer Games

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    The research topic for this paper presented hereby is on the topic titled The effects of violent video computer games My research paper basically focuses on the effects of playing violent video or computer games For my research I also gathered primary and secondary data which shows the positive and negative effects of playing violent computer game

    One for all, all for one---von Neumann, Wald, Rawls, and Pareto

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    Applications of the maximin criterion extend beyond economics to statistics, computer science, politics, and operations research. However, the maximin criterion---be it von Neumann's, Wald's, or Rawls'---draws fierce criticism due to its extremely pessimistic stance. I propose a novel concept, dubbed the optimin criterion, which is based on (Pareto) optimizing the worst-case payoffs of tacit agreements. The optimin criterion generalizes and unifies results in various fields: It not only coincides with (i) Wald's statistical decision-making criterion when Nature is antagonistic, (ii) the core in cooperative games when the core is nonempty, though it exists even if the core is empty, but it also generalizes (iii) Nash equilibrium in nn-person constant-sum games, (iv) stable matchings in matching models, and (v) competitive equilibrium in the Arrow-Debreu economy. Moreover, every Nash equilibrium satisfies the optimin criterion in an auxiliary game

    Computer Game Addiction and Emotional Dependence

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    As computer games grow in popularity, the negative effects of usage should be studied. Computer games (games played on a computer, tablet, or any web-enabled device) have salient qualities, especially MMORPGs, that cause addictive symptoms. I investigated computer game addiction and usage in Trinity College students. A sample of 114 students (M =20.4 years of age, 61% female) was divided into a non-addicted, social player, and computer-addicted group based on Young\u27s Diagnostic Questionnaire. My results showed that there is no significant correlation between day quality and computer game usage, and no significant correlation between emotional dependence and group. Not enough computer-game addicted subjects participated (n=4), so it was unable to be concluded that computer game addicts have lower GPA, or prefer a certain type of game. However, the large number of social players (n=57) shows that more research needs to be conducted to analyze the prevalence of addictive symptoms

    Invasion of the body snatchers: architecture and virtual space

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    Architecture, in one sense, has become part of the media: it has an aspect which is symbolic and semiotic, which is as ‘real’ in photography, film, television, advertising, computer games and literature as it is in our experience of landscapes, buildings and machines. But, I shall argue that the media, in one sense, have also become part of architecture, they have an aspect which we perceive as continuous with Cartesian space, and through this pseudo-physical presence they help shape and programme the space of habitation

    A Player’s Sense of Place: Computer Games as Anatopistic Medium

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    This project works to understand how open-world computer games help generate a sense of place from the player. Since their development over a half century ago, computer games have primarily been discussed in terms of space. Yet the way we think about space today is much different than how those scientists calculated space as a construction of time, mass, and location. But as computer games have evolved, the language has failed to accommodate the more nuanced qualities of game spaces. This project aims at articulating the nuances of place through phenomenological methods to objectively analyze the player experience as performed through various behaviors. Using a conceptual model that partially illustrates sense of place, I demonstrate how players create out of place—or anatopistic—places through play. After a historical survey of play as it is manifested through interaction with miniaturized environments, I turn to computer games as they have helped embody their creators’ sense of place. The third and fourth chapters offer a pair of case studies that reflect upon the experiences of the individual player and player groups. First, I compare virtual photography with tourism to reveal an array of sensibilities suggestive of the pursuit of place. This is followed with a look at Niantic’s PokĂ©mon Go and how player groups use the game to act out ritualistic forms of play. Positioning the player as a “ludopilgrim,” I demonstrate how players perform individual or intersubjectively meaningful places as a form of transgressive placemaking
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