2,569 research outputs found

    Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls

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    In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    The pedagogical potential of MMOG: an exploratory study including four games and their playersÂč

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    The increasing complexity experienced by electronic games, began to demand a greater cognitive effort from their players. This has fostered some capacities in its players that could be used in teaching and learning. This chapter describes an exploratory study with two phases: the first one analyses four MMOG (Ikariam, OGame, Gladiatus and Metin2) and its pedagogical potential related to the development of problem solving skills, communication and interaction skills, and motivation to perform tasks. The second phase is a survey conducted to the players of these games about their motivation to play and their perceptions about its pedagogical potential. The results showed that all of the four analyzed games are motivating for the players, they have some pedagogical potential related to problem solving, and they improve communication and interaction skills. But the majority of the players felt some difficulties in accepting that they could transfer those developed skills to their scholar or professional life.(undefined

    Performance of grassed swale as stormwater quantity control in lowland area

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    Grassed swale is a vegetated open channel designed to attenuate stormwater through infiltration and conveying runoff into nearby water bodies, thus reduces peak flows and minimizes the causes of flood. UTHM is a flood-prone area due to located in lowland area, has high groundwater level and low infiltration rates. The aim of this study is to assess the performance of grassed swale as a stormwater quantity control in UTHM. Flow depths and velocities of swales were measured according to Six-Tenths Depth Method shortly after a rainfall event. Flow discharges of swales (Qswale) were evaluated by Mean- Section Method to determine the variations of Manning’s roughness coefficients (ncalculate) that results between 0.075 – 0.122 due to tall grass and irregularity of channels. Based on the values of Qswale between sections of swales, the percentages of flow attenuation are up to 54%. As for the flow conveyance of swales, Qswale were determined by Manning’s equation that divided into Qcalculate, evaluated using ncalculate, and Qdesign, evaluated using roughness coefficient recommended by MSMA (ndesign), to compare with flow discharges of drainage areas (Qpeak), evaluated by Rational Method with 10-year ARI. Each site of study has shown Qdesign is greater than Qpeak up to 59%. However, Qcalculate is greater than Qpeak only at a certain site of study up to 14%. The values of Qdesign also greater than Qcalculate up to 52% where it shows that the roughness coefficients as considered in MSMA are providing a better performance of swale. This study also found that the characteristics of the studied swales are comparable to the design consideration by MSMA. Based on these findings, grassed swale has the potential in collecting, attenuating, and conveying stormwater, which suitable to be applied as one of the best management practices in preventing flash flood at UTHM campus

    Negotiations for meaning in the context of a massively multiplayer online role-playing game

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    This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass’s (1985) and Smith’s (2003a) models were used to identify negotiation episodes during on-task and off-task talks among the participants while playing WoW. The participants were six non-native (NNS) and one native English speaker (NS). The NNSs were divided into two teams of three: Team 1 (T1) pre-intermediate and Team 2 (T2) upper-intermediate. The NS played the game with both teams. The study lasted for six months and resulted in 59.96 hours of recorded audio and nine hours of screen-recorded gaming sessions. Negotiation patterns were compared across the L2 proficiency levels and three different types of dyads. The results revealed that (a) T1 encountered more communication breakdowns, but T2 engaged in more negotiations, (b) T1 engaged in more complex negotiations, (c) breakdowns and negotiations occurred more during off-task talk, and (d) breakdowns were triggered more by the NS’s utterances in T1 and by NNSs’ utterances in T2. The results also showed the participants’ abundant L2 use to undertake authentically contextualized game-driven tasks, meticulous involvement in bi- and multi-lateral negotiations, and creative strategies to resolve incomprehension

    Towards a 'COOPING' Model for the Investigation of Gamers' Online Conversations in English

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    This paper proposes a cognitive-functional investigation of gamers’ uses of English in online communication, in order to enquire into the possibility of introducing a model that could be called COOPING (‘COOperation Principles between INternet Gamers’). COOPING was devised at the University of Salento, and it was conceived as a further development of both Grice’s maxims and Guido’s principles describing English lingua-franca uses in intercultural exchanges. The main research hypothesis is that the interactants’ awareness of the need to cooperate to reach shared targets prompts them to select a common linguistic means, which is usually a variation of English, when different linguacultural backgrounds come into contact. This paper will detail the four phases of COOPING—Evaluation, Acknowledgment, Negotiation, and Manner—which are expected to reflect the steps that players follow when they intend to cooperate in these virtual communities. Through an analysis of the selected corpus of conversations, this study will illustrate that gamers: (phases 1 and 2 of the Model) examine and evaluate the interlocutors’ behavior in order to assess their cooperative attitude; (phase 3) decide to select English when community members come from different linguistic and cultural backgrounds; and (phase 4) generate conversation turns that are characterized by specific features, from authentication, to meaning negotiation, to creative and critical modifications to the standard norms, trying to pursue reciprocal understanding and communication

    “Bridging Activities,” New Media Literacies, and Advanced Foreign Language Proficiency

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    In this article we propose the pedagogical model bridging activities to address advanced foreign language proficiency in the context of existing and emerging internet communication and information tools and communities. The article begins by establishing the need for language and genre-focused activities at the advanced level that attend to the shifting social practices and emerging literacies associated with digital media. Grounded in principles of language awareness and the concept of multiliteracies, the bridging activities model centers on guided exploration and analysis of student selected or created digital vernacular texts originating in Web 2.0 and other technologies/practices such as instant messaging and synchronous chat, blogs and wikis, remixing, and multiplayer online gaming. Application of the model includes an iterative implementation cycle of observation and collection, guided exploration and analysis, and creation and participation. In sum, the bridging activities approach is designed to enhance engagement and relevance through the incorporation of students’ digital-vernacular expertise, experience, and curiosity, coupled with instructor guidance at the level of semiotic form to explore interactional features, discourse-level grammar, and genre. The ultimate goal is to foster critical awareness of the anatomy and functional organization of a wide range of communicative practices relating to both digital and analogue textual conventions

    Warcraft III online game, as an interactive alternative to strengthen the written strategic competence in the english language.

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    Este estudio, realizado por William SĂĄnchez y Dolly Morantes investigĂł cĂłmo el juego en lĂ­nea "Warcraft III" podrĂ­a reforzar la competencia estratĂ©gica escrita en inglĂ©s en el languageof los estudiantes de 8Âș grado en la Escuela San Tarsicio en Colombia. En el primer capĂ­tulo, el marco epistemolĂłgico, hay constructos teĂłricos en los que los juegos en lĂ­nea se presentan como una posible soluciĂłn para involucrar y motivar a los estudiantes para fines acadĂ©micos; la escritura como una interacciĂłn social y una sĂ­ntesis de la competencia comunicativa; Sin embargo, el marco conceptual presenta los antecedentes, planteamiento del problema y los objetivos de la investigaciĂłn. Por otro lado, el segundo capĂ­tulo se presenta el marco metodolĂłgico. Esta la investigaciĂłn es un estudio cualitativo con muy pocos elementos cualitativos que permitieron a los investigadores a responder el principio complementario para la deficiencia; el mĂ©todo de investigaciĂłn utilizado en este estudio fue la InvestigaciĂłn-AcciĂłn. Esta fue una integraciĂłn de Kemmis y de la Bella modelo que examinĂł la investigaciĂłn-acciĂłn en Asistida por Ordenador en el aprendizaje de idiomas (CALL).This study, conducted by William SĂĄnchez and Dolly Morantes investigated how the online game "Warcraft III" could reinforce the strategic competence written in English in the language of 8th grade students at Escuela San Tarsicio in Colombia. In the first chapter, the epistemological framework, there are theoretical constructs in which online games are presented as a possible solution to involve and motivate students for academic purposes; writing as a social interaction and a synthesis of communicative competence; However, the conceptual framework presents the background, statement of the problem and the objectives of the research. On the other hand, the second chapter presents the methodological framework. Is The research is a qualitative study with very few qualitative elements that allowed the investigators to respond to the complementary principle for the deficiency; The research method used in this study was Action Research. This was an integration of Kemmis and the Bella model that examined Action Research in Computer Aided Language Learning (CALL)

    Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

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    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through ―usage-based‖ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESs‘ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature

    'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience

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    This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds
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