92,367 research outputs found

    Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data

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    Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings. A total of 1,023 self-reports from 762 gamers collected from online videogame forums were classified, quantified, described and explained. The data include automatic thoughts, sensations and impulses, automatic mental replays of the game in real life, and voluntary/involuntary behaviours with videogame content. Many gamers reported that they had responded – at least sometimes – to real life stimuli as if they were still playing videogames. This included overreactions, avoidances, and involuntary movements of limbs. These experiences lasted relatively short periods of time but in a minority of players were recurrent. The gamers' experiences appeared to be enhanced by virtual embodiment, repetitive manipulation of game controls, and their gaming habits. However, similar phenomena may also occur when doing other non-gaming activities. The implications of these game transfer experiences are discussed

    Performative identity and the embodied avatar : an online ethnography of Final Fantasy XIV

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    This thesis explores the performative enactment of identity and embodiment through an online ethnography of the online game Final Fantasy XIV. It is argued that online identity must be viewed as performative, that is, enacted through speech and action, and embodied via the avatar, which acts as a body project for the player. The avatar identity is also constrained by the notion of authentic identity, which denotes how a single body is expected to hold a single identity. The thesis makes contributions to three areas. Firstly, in substantive terms, the thesis contributes original sociological knowledge of online social interaction, drawn from an online game and its related spaces, which remain under-researched sociologically. Secondly, the thesis makes a theoretical contribution through a theoretical framing of how online, embodied identity is achieved in an online game in a performative fashion, which is centred on the body of the avatar, coupled with the speech and actions of the player. Finally, the thesis also offers a methodological contribution through its original use of photo elicitation in online interviews, and furthers the debates around (online) ethnography. An 11 month programme of fieldwork was undertaken, comprising 36 asynchronous, image elicitation interviews, extensive participant observation of the game over the 11 months, and observation of the official forum lasting nearly six months. The thesis concludes that online identity and embodiment in these spaces are heavily constrained by norms drawn from everyday life, such as heteronormativity, and racism. The game design is also influenced by the developers‟ norms and values, such as the avatar appearance. The possibilities for performative identity and embodiment are severely constrained by the community, who reify the game space as separate from “real” life and reject the inclusion of non-normative avatars

    ‘In the game’? Embodied subjectivity in gaming environments

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    Human-computer interactions are increasingly using more (or all) of the body as a control device. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural or mimetic form of movement into gaming devices. We go on to reflect on the nature of player ‘embodiment’ in digital gaming environments by applying insights from the phenomenology of Maurice Merleau-Ponty. Three conditions for digital embodiment are proposed, with implications for Calleja’s (2011) Player Involvement Model (PIM) of gaming discussed

    Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)

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    This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials

    Issues in the study of virtual world social movements

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    Virtual worlds are online three-dimensional worlds that are often constructed to look much like the real world. As more people begin to use these virtual worlds, virtual communities are emerging enabling various social activities and social interactions to be conducted online. Based on a literature review of social movements, virtual communities and virtual worlds, this paper suggests a framework to guide IS research into this new and exciting area

    How Do You Like Me in This: User Embodiment Preferences for Companion Agents

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    We investigate the relationship between the embodiment of an artificial companion and user perception and interaction with it. In a Wizard of Oz study, 42 users interacted with one of two embodiments: a physical robot or a virtual agent on a screen through a role-play of secretarial tasks in an office, with the companion providing essential assistance. Findings showed that participants in both condition groups when given the choice would prefer to interact with the robot companion, mainly for its greater physical or social presence. Subjects also found the robot less annoying and talked to it more naturally. However, this preference for the robotic embodiment is not reflected in the users’ actual rating of the companion or their interaction with it. We reflect on this contradiction and conclude that in a task-based context a user focuses much more on a companion’s behaviour than its embodiment. This underlines the feasibility of our efforts in creating companions that migrate between embodiments while maintaining a consistent identity from the user’s point of view

    The metaphorical understanding of power and authority

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