434 research outputs found

    Candy Crush Combinatorics

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    In the popular game Candy Crush, differently colored candies are arranged in a grid and a player swaps adjacent candies in order to crush them by lining up three or more of the same color. At the beginning of each game, the grid cannot have three consecutive candies of the same color in a row or column, but it must be possible to swap two adjacent candies in order to get at least three consecutive candies of the same color. How many starting configurations are there? We derive recurrence relations to answer this question for a single line of candy, and also for a pair of lines in the 2-color version of the game

    Les pratiques de jeux mobiles Free-to-Play : L’entrecroisement du temps, de la technologie et des jeux dans la vie quotidienne

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    Les jeux mobiles gratuits (Free-to-Play; F2P) sont aujourd’hui joués par des millions de personnes à travers le monde. Désormais, les pratiques de jeux F2P se sont insérées dans la routine et la vie quotidienne des joueurs. Ces jeux, qui ne prennent parfois que quelques minutes à jouer, s’intègrent aujourd’hui à l’ensemble des activités et obligations des joueurs. Ce processus se distingue notamment sur la base des caractéristiques de jeu, mais aussi des technologies mobiles qui permettent aux joueurs de jouer dans divers contextes de leur vie quotidienne. En s’inspirant de la théorie des pratiques sociales, les pratiques de jeu qui font partie de la vie quotidienne des joueurs sont ainsi conceptualisées comme des comportements « routinisés » se composant de plusieurs éléments, comme les technologies mobiles et les temporalités du quotidien. L’objectif de ce projet est donc de comprendre comment les pratiques de jeu mobile F2P s’intègrent à la vie quotidienne des joueurs. En s’appuyant sur une analyse de contenu thématique d’entrevues semi- structurées menées avec des joueurs, il est possible de voir comment les pratiques de jeu s’actualisent en fonction de trois dimensions principales, soit les caractéristiques propres aux jeux mobiles F2P, l’utilisation des technologies mobiles et les dispositions temporelles du quotidien. Ces résultats mettent en lumière comment la théorie des pratiques sociales permet une compréhension profonde des pratiques de jeux mobiles F2P, tout est les situant dans le contexte de la vie quotidienne des joueurs

    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

    Gaming in Action

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    The «Gaming in Action» project, which brought the publicaion of this book, involved institutions from different countries that deal with adult education. For almost three years, the partners worked with teachers and trainers who applied innovative pedagogical scenarios of game-based learning and gamification, all oriented from a rigorous pedagogical perspective. The project's main goal was to increase the acquisition of pedagogical innovation skills in these models and incorporate them into their pedagogical practices. The project searched to highlight the need for quality pedagogical training in a new, technologically digital, era: in this, education has less to do with reproducing information passively and has more to do with the development of creativity, critical thinking, problem- solving and decision-making.Erasmus Plus "Gaming in Action – engaging adult learners with games and gamification" Project number: 2018-1-TR01-KA204-05931

    Assessing the transfer of video game play versus attention training using 3D-Multiple Object Tracking

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    Durant la dernière décennie, la recherche sur les jeux vidéo et leur implication sur les habiletés perceptivo-cognitives a gagné en intérêt. Plusieurs études ont démontré que les jeux vidéo (particulièrement les jeux d’action) possèdent la capacité d’influencer et d’améliorer différentes aptitudes perceptives et cognitives telles que l’attention visuo-spatiale, la vitesse de traitement de l’information, la mémoire visuelle à court terme ainsi que la poursuite d’objets en mouvement. Cependant, plusieurs autres études n’ont pas réussi à reproduire les mêmes résultats. D’un autre côté, un nouveau type d’entraînement perceptivo-cognitif, nommé 3-Dimensional Multiple-Object Tracking (3D-MOT), et qui consiste à traiter des scènes visuelles dynamiques dénuées de contexte, a démontré son implication sur différents types d’attention, la mémoire de travail ainsi que la vitesse de traitement de l’information. L’étude actuelle a examiné quatre groupes de joueurs inexpérimentés qui s’entrainaient durant 10 séances à l’aide d’un exercice perceptivo-cognitif (3D-MOT), ou d’un jeu de haut niveau visuel (jeu vidéo d’action : Call of Duty), de bas niveau visuel (Tetris) ou d’un jeu non-visuel (Sudoku). Des mesures d’électroencéphalographie quantitative et des tests neuropsychologiques effectués avant et après l’entraînement ont démontré que le 3D-MOT, par comparaison aux autres jeux testés, améliorait de façon plus efficace les fonctions reliées à l’attention, la mémoire de travail ainsi que la vitesse de traitement de l’information. Pour la première fois, cette étude démontre que l’entraînement non-contextuel de 3D-MOT améliore les habiletés perceptivo-cognitives plus efficacement que l’entraînement à des jeux de divertissement tels que les jeux vidéo.In the past decade, research on video games and their implications on cognitive abilities have gained significant interest. Various studies suggest that video games (in particular action video games) have the inherent ability to influence and improve attentional abilities such as visual spatial attention, processing speed, visual short-term memory and multiple-object tracking. However, many other studies have been unable to replicate similar results. On the other hand, a recent cognitive enhancement tool that is visually dynamic and void of context called 3-Dimensional Multiple-Object tracking (3D-MOT), has demonstrated robust effects on cognitive-perceptual abilities such as divided, selective, and sustained attention as well as working memory and information processing speed. The current study examines four groups of non-video game players that train for 10 sessions on the cognitive enhancing technique (3D-MOT) or on one of three different visually stimulating games: highly visually stimulating game (Call of Duty), lowly visually stimulating game (Tetris), or non-visually stimulating puzzle (Sudoku). A battery of cognitive tests and quantitative electroencephalography preformed before and after training, demonstrated that training on 3D-MOT improved cognitive functions related to attention, working memory, and visual information processing compared to video games. For the first time, this study demonstrated that non-contextual training with 3D-MOT improves perceptual-cognitive abilities more efficiently than video game playing

    The Convergence of Structure and Design Between Video Games and Video Gambling

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    This study looks at the incorporation of video game design and structure into contemporary slot machines. The investigation was guided by theoretical and empirical works from a range of scholarly fields: gambling studies, video-game studies, digital communication, psychology, and sociology. Two methodological designs were employed. The first phase used a content analysis that identified the distribution of video-game styles and design in the most recent slot games on display at a major industry conference. The second phase employed semi-structured interviews with both experienced and inexperienced slot players to assess the impact of different design elements on their playing experience and motivation to play. Findings indicate that current slot machines share some similarities with video game mechanics through the introduction of more complex structure and multiple goals or games within games. Slot machines can resemble the immersive elements video games with the use of sophisticated graphics and sound design as well as the incorporation of complex themes and interactive animated characters. Eight gamblers with experience ranging from novice to highly experience participated in in-depth interviews. The interviews suggest that, like with video game players, some slot players might be more attracted to complex game mechanics in slot machines while other players are more interested in the immersive elements. The implications for the future of slot machine design, the study of slot machine design on problem gambling, and the use of digital space to introduce play into gambling are discussed

    SPATIAL TRANSFORMATION PATTERN DUE TO COMMERCIAL ACTIVITY IN KAMPONG HOUSE

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    ABSTRACT Kampung houses are houses in kampung area of the city. Kampung House oftenly transformed into others use as urban dynamics. One of the transfomation is related to the commercial activities addition by the house owner. It make house with full private space become into mixused house with more public spaces or completely changed into full public commercial building. This study investigate the spatial transformation pattern of the kampung houses due to their commercial activities addition. Site observations, interviews and questionnaires were performed to study the spatial transformation. This study found that in kampung houses, the spatial transformation pattern was depend on type of commercial activities and owner perceptions, and there are several steps of the spatial transformation related the commercial activity addition. Keywords: spatial transformation pattern; commercial activity; owner perception, kampung house; adaptabilit

    Gendering Knowledge in Discourse on Japan's Herbivore Boys

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    This thesis examines the public discourse about a group of Japanese men called soshokudanshi, or herbivore boys. Herbivore boys are commonly depicted as young men in their twenties and thirties who are heterosexual, yet uninterested in such heterosexually normative activities as dating and sex. They are often described by journalists as androgynous and passive, more concerned with consumption than the production-oriented masculinities of Japan's older generation. At stake in discourse is precisely this tension between Japan's older and newer masculinities, between conservative gender ideology and the new challenges young men present to gender roles and heterosexuality. After their introduction into public discourse, soshokudanshi sparked national attention, propelled by feelings of outrage and indignation at these young, allegedly irresponsible men who neither show interest in marriage nor in holding down full-time jobs, the hallmark of corporate masculinity under 1980s Japan. In refusing to adhere to the strictly delineated lifestages that Japanese society expects its members to follow, herbivore boys problematize naturalized assumptions about gender. At the same time, they draw attention to the failure of hegemonic masculinity, the dominant form of manhood which increasing appears outdated in light of women's growing autonomy and the recent emphasis on lifestyle-based identities. Yet despite widespread media attention, few if any young men would call themselves herbivore boys. Rather, soshokudanshi is a label created in and through discourse by older members of Japanese society. By analyzing public discourses in the mass media, this thesis argues that older Japanese men construct herbivore boys as a scapegoat on which to cast blame for Japan's low birthrate and stagnating economy, while simultaneously excluding young men from participating in the discussion. It further suggests that the conversation about soshokudanshi is a site where knowledge is commodified per the general trend in advanced capitalist economies
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