1,104 research outputs found

    Analyzing Player Networks in Destiny

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    Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer

    Something We Loved That Was Taken Away : Community and Neoliberalism in World of Warcraft

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    In this paper, we explore social life and play experiences on Nostalrius Begins, a World of Warcraft (WoW) private server. Private servers allow players to return to previous versions of a game before changes that modified it. Research indicates that changes to the current version of WoW discourage sociality and are upsetting for many players. Through a year-long ethnography, we found that the stories, memories, struggles, and concerns that players shared on Nostalrius Begins allowed them to rebuild the social community that they missed from earlier versions of the game. Over time, however, the neoliberal ideology of offline culture influenced players’ behaviors and affected social experience in a different way. Our research provides an analysis of the tension between community and neoliberal values in online games

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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