671 research outputs found

    Living City, A Collaborative Browser-Based Massively Multiplayer Online Game

    Get PDF
    This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections

    Can we escape the metaverse?: Should we?

    Get PDF
    In view of the strong market presence and leverage of major corporations involved in this topic, the most straightforward answer to the questions above is “No”. Nevertheless, multiple perspectives should be considered. Thus, along this article we reflect about the concept of “metaverse”, what parts of it exist today, and what is foreseen that makes this concept a much discussed game changer.info:eu-repo/semantics/publishedVersio

    Serious gama for integration in higher education

    Get PDF
    Tese de mestrado integrado. Engenharia Informåtica e Computação. Universidade do Porto. Faculdade de Engenharia. 201

    Liquid Life, Convergence Culture and Media Work

    Get PDF
    Life today has become analogous with work – and it increasingly displays all the contemporary characteristics of work in what has been described as the ‘new capitalism’: permanent flux, constant change, and structural indeterminacy. Zygmunt Bauman thus argues how we are all living a ‘liquid’ life, which is “a precarious life, lived under conditions of constant uncertainty.” In liquid life, the modern categories of production (work) and consumption (life) have converged, which trend is particularly visible in our almost constant and concurrent immersion in media. According to Henry Jenkins, these are the conditions of an emerging convergence culture. In this paper these trends will be explored in detail, coupling insights from contemporary social theory, new media studies and popular culture to show how our modern conceptions of media, culture and society have modernized, and how the emerging media ecosystem can be illuminated by setting it against the ways in which those at the forefront of these cultural and technological changes negotiate their professional identity: the mediaworkers

    WebAL Comes of Age: A review of the first 21 years of Artificial Life on the Web

    Get PDF
    We present a survey of the first 21 years of web-based artificial life (WebAL) research and applications, broadly construed to include the many different ways in which artificial life and web technologies might intersect. Our survey covers the period from 1994—when the first WebAL work appeared—up to the present day, together with a brief discussion of relevant precursors. We examine recent projects, from 2010–2015, in greater detail in order to highlight the current state of the art. We follow the survey with a discussion of common themes and methodologies that can be observed in recent work and identify a number of likely directions for future work in this exciting area

    Automation of play:theorizing self-playing games and post-human ludic agents

    Get PDF
    This article offers a critical reflection on automation of play and its significance for the theoretical inquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of videogames, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games

    Spontaneous Communities of Learning: Cooperative Learning Ecosystems Surrounding Virtual Worlds

    Get PDF
    This thesis is the culmination of a five year research project exploring online gamers and the cultures they engage with, both virtually in the many massively multiplayer games and virtual worlds online, and in the physical spaces they inhabit in various play spaces around the world. The primary research questions concerned social learning in such spaces, i.e. how do players learn from one another what they need to be successful, and what are the associated norms and practices for doing so? What sorts of peripheral skills are gained, and are they applicable to physical world contexts? Finally, what does participation in such spaces mean for individuals who may have lacked other mechanisms for social learning, and what impacts might such findings have on existing educational structures? I anticipate that this thesis will generate as many questions as it will answer, and I hope, that as a snapshot of a gaming culture in time, will be looked upon as a monograph in the classic ethnographic tradition

    The Panhellenic Project: assessing learning engagement using Web 2.0 technologies

    Get PDF
    High attrition rates have been a consistent occurrence among online learners, creating the challenge of how to design online instruction for the type of learning that encourages student engagement. With new technologies constantly evolving, the question becomes how educators can use these new web-based applications to engage students and possibly resolve the problem of high attrition among online learners? The purpose of this study was to assess the level of learning engagement through student participation in The Panhellenic Project, an instructional design model that integrated constructivist learning principles with Web 2.0 technologies. Additionally, the usefulness of structured orientations to the Web 2.0 technologies and the effectiveness of these technologies was also investigated. Using a mixed-methods case study design, The Panhellenic Project was framed around a collaborative group activity where undergraduate students worked in teams with the task of creating a three-dimensional virtual ancient Greek Parthenon and one ancient Olympic game event within the Second Life virtual world. A project wiki was established for student-participants to research sports history as well as share knowledge, information and resources. An informational blog with project resource information was developed as a Second Life learning reference. Multiple sources were used to capture data including the Survey of Student Engagement, pre- and post-project questionnaires, and electronic discourse analysis of wiki posts and Second Life chat transcripts. Research finding showed that the majority of the student-participants were engaged in The Panhellenic Project and that learning had occurred over the length of project implementation. The structured orientation and training sessions were perceived as effective in connecting theoretical and practical knowledge, though not effective for teaching students to use the Second Life virtual world. Overall, the level of difficulty experienced in learning the application influenced student-participant perceptions about the effectiveness of the Web 2.0 technologies used in this study. Further, analysis of the data revealed that the participants consistently demonstrated constructivist learning activities through interaction with other learners, collaborative teamwork and the sharing of multiple perspectives as they completed The Panhellenic Project

    Mobile virtual worlds

    Get PDF
    This thesis examines the role of mobile access to virtual worlds in massively multiplayer online role playing games (MMORPG:s). Online gaming worlds have existed for decades, but ever since the smartphone has become more common, new interaction possibilities to these worlds have emerged. We have conducted a literature review to clarify existing gaps in the research community regarding mobile virtual worlds. Through this review, we have constructed a research model containing previously established motivation factors for MMORPG:s, interconnected with possible categories of how to improve the game experience with mobile features. An online survey on this topic was sent out to World of Warcraft players and the results show that many aspects of gameplay through mobile access could improve the gaming experience of virtual gaming worlds. The responses showed very mixed feelings about using many game features from the mobile phone, especially those that tie in with real life. An important finding among the results is the strong reluctance among the players to pay extra money for the addition of mobile access to the virtual world, and a low motivation to use synchronous gameplay features via a mobile computing device
    • 

    corecore