3,116 research outputs found

    Regulating Youth Access to Violent Video Games: Three Responses to First Amendment Concerns

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    Article published in the Law Review M.S.U.-D.C.Law

    Speech-based recognition of self-reported and observed emotion in a dimensional space

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    The differences between self-reported and observed emotion have only marginally been investigated in the context of speech-based automatic emotion recognition. We address this issue by comparing self-reported emotion ratings to observed emotion ratings and look at how differences between these two types of ratings affect the development and performance of automatic emotion recognizers developed with these ratings. A dimensional approach to emotion modeling is adopted: the ratings are based on continuous arousal and valence scales. We describe the TNO-Gaming Corpus that contains spontaneous vocal and facial expressions elicited via a multiplayer videogame and that includes emotion annotations obtained via self-report and observation by outside observers. Comparisons show that there are discrepancies between self-reported and observed emotion ratings which are also reflected in the performance of the emotion recognizers developed. Using Support Vector Regression in combination with acoustic and textual features, recognizers of arousal and valence are developed that can predict points in a 2-dimensional arousal-valence space. The results of these recognizers show that the self-reported emotion is much harder to recognize than the observed emotion, and that averaging ratings from multiple observers improves performance

    Users\u27 understandings of the virtual economy in social virtual worlds: consumption and entrepreneurship of virtual goods

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    Social virtual worlds (SVWs) such as Second Life have gained immense popularity during the last decade. Their popularity is reflected in the explosive growth of the in-world economy, which is mainly supported by users’ consumption of virtual goods and entrepreneurial behavior. Users’ economic behavior has increased the size of the virtual economy to reach over $1B in the United States in 2009 (Nicholson 2009). Given that virtual consumption and entrepreneurship have become an important part of everyday virtual life in SVWs, understanding these two types of economic activities is an essential aspect to understanding user behavior in SVWs. This research aims at investigating the meanings of virtual consumption and entrepreneurship for users. The research consists of two independent essays. In the first essay about virtual consumption, I examine users’ understandings of virtual consumption through core-periphery analysis of its social representation. 154 Second Life users participated in the web-based survey for this study. I also identify user goals for virtual consumption by using means-end chain analysis, based on interviews with 93 Second Life users. The second essay on the topic of virtual entrepreneurship examines the collective meanings of virtual entrepreneurship and their relationship with the collective meanings of SVWs. To understand the meanings of virtual entrepreneurship, the core-periphery structure of social representations of virtual entrepreneurship is analyzed, based on interviews with 24 Second Life entrepreneurs. The meanings of virtual entrepreneurship are explained and compared with the central meanings of SVWs, identified from 101 newspaper articles on SVWs from 2005 to 2009. The results show that virtual consumption penetrates extensively into the virtual life of users and make their virtual experience in SVWs much richer; that virtual entrepreneurship is institutionalized in SVWs, and the key meanings of SVWs are well translated into the meanings of virtual entrepreneurship. This research contributes in providing fundamental knowledge about virtual consumption and entrepreneurship and further suggests potential theoretical frameworks for future research. Implications for SVW service providers and producers and sellers of virtual goods are also identified. Another contribution of the research is to demonstrate alternative qualitative research approaches combined with quantitative analyses

    Social Media Engagement Metric Analysis - "Study on Fan Page Content"

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    Social Media is now determined as an excellent communicative tool to connect directly with consumers. One of the most significant ways to connect with the consumers through these Social Networking Sites (SNS) is to create a facebook fanpage with brand contents and to place different posts periodically on these fanpages. In measuring social networking sites’ effectiveness, corporate houses are now analyzing metrics in terms of calculating engagement rate, number of comments/share and likings in fanpages. So now, it is very important for the marketers to know the effectiveness of different contents or posts of fanpages in order to increase the fan responsiveness and engagement rate in the fan pages. In the study the authors have analyzed total 1834 brand posts from 17 international brands of Electronics companies. Data of 9 months (From December 2014 to August 2015) have been collected for analyses, which were available online in the Brand’ fan pages. An econometrics analysis is conducted using Eviews 9, to determine the impact of different contents on fanpage engagement. The study picked the four most frequently posted content to determine their impact on PTA (people Talking About) metrics and Fanpage engagement activitie

    The emerging landscape of Social Media Data Collection: anticipating trends and addressing future challenges

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    [spa] Las redes sociales se han convertido en una herramienta poderosa para crear y compartir contenido generado por usuarios en todo internet. El amplio uso de las redes sociales ha llevado a generar una enorme cantidad de información, presentando una gran oportunidad para el marketing digital. A través de las redes sociales, las empresas pueden llegar a millones de consumidores potenciales y capturar valiosos datos de los consumidores, que se pueden utilizar para optimizar estrategias y acciones de marketing. Los beneficios y desafíos potenciales de utilizar las redes sociales para el marketing digital también están creciendo en interés entre la comunidad académica. Si bien las redes sociales ofrecen a las empresas la oportunidad de llegar a una gran audiencia y recopilar valiosos datos de los consumidores, el volumen de información generada puede llevar a un marketing sin enfoque y consecuencias negativas como la sobrecarga social. Para aprovechar al máximo el marketing en redes sociales, las empresas necesitan recopilar datos confiables para propósitos específicos como vender productos, aumentar la conciencia de marca o fomentar el compromiso y para predecir los comportamientos futuros de los consumidores. La disponibilidad de datos de calidad puede ayudar a construir la lealtad a la marca, pero la disposición de los consumidores a compartir información depende de su nivel de confianza en la empresa o marca que lo solicita. Por lo tanto, esta tesis tiene como objetivo contribuir a la brecha de investigación a través del análisis bibliométrico del campo, el análisis mixto de perfiles y motivaciones de los usuarios que proporcionan sus datos en redes sociales y una comparación de algoritmos supervisados y no supervisados para agrupar a los consumidores. Esta investigación ha utilizado una base de datos de más de 5,5 millones de colecciones de datos durante un período de 10 años. Los avances tecnológicos ahora permiten el análisis sofisticado y las predicciones confiables basadas en los datos capturados, lo que es especialmente útil para el marketing digital. Varios estudios han explorado el marketing digital a través de las redes sociales, algunos centrándose en un campo específico, mientras que otros adoptan un enfoque multidisciplinario. Sin embargo, debido a la naturaleza rápidamente evolutiva de la disciplina, se requiere un enfoque bibliométrico para capturar y sintetizar la información más actualizada y agregar más valor a los estudios en el campo. Por lo tanto, las contribuciones de esta tesis son las siguientes. En primer lugar, proporciona una revisión exhaustiva de la literatura sobre los métodos para recopilar datos personales de los consumidores de las redes sociales para el marketing digital y establece las tendencias más relevantes a través del análisis de artículos significativos, palabras clave, autores, instituciones y países. En segundo lugar, esta tesis identifica los perfiles de usuario que más mienten y por qué. Específicamente, esta investigación demuestra que algunos perfiles de usuario están más inclinados a cometer errores, mientras que otros proporcionan información falsa intencionalmente. El estudio también muestra que las principales motivaciones detrás de proporcionar información falsa incluyen la diversión y la falta de confianza en las medidas de privacidad y seguridad de los datos. Finalmente, esta tesis tiene como objetivo llenar el vacío en la literatura sobre qué algoritmo, supervisado o no supervisado, puede agrupar mejor a los consumidores que proporcionan sus datos en las redes sociales para predecir su comportamiento futuro

    Personality Traits and Motivations for Usage of Online Social Network Sites Among College Freshmen

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    Millions of people worldwide log onto social network sites (SNS) every day. Some users have positive experiences while others have negative experiences. The functionality of any given SNS is the same for each user, but the choice of how and when to use certain features leads each user to have different experiences. This study utilized a uses and gratifications framework to help understand what gratification expectations affect the usage of SNS among college freshmen in their first semester. Additionally, the research explored a possible link between individual personality traits of freshmen and gratification expectations as well as a link between levels of homesickness and gratification expectations. College students (n = 499) enrolled in a First-Year study course completed an online survey that contained a uses and gratifications of SNS scale, the McCroskey (1997) 12-item Introversion scale; the Leary, Kelly, Cottrell, and Schreindorfer (2001) 10-item Need to Belong scale, and the Utrecht Homesickness Scale (Stroebe, van Vliet & Hewston, 2002). Based on an exploratory factor analysis, gratification expectations were reduced into two factors. The first factor consisted of items related to expectations for entertainment gratifications. The second factor consisted of items related to expectations for social gratifications. Based on the results of this study, it is reasonable to conclude that incoming freshmen utilize SNS to satisfy a need for social gratifications as well as entertainment gratifications. The data also indicated that, to some extent, the characteristics of extraverts and introverts are represented in the way freshmen use SNS. Additionally, the findings indicated freshmen are more likely to use SNS to keep up with their friends than with their family. Although there was not a strong positive correlation between homesickness and gratification expectations, there was a clear indication of usage of SNS to relieve symptoms of homesickness

    A Proposed Model of Character Progression Taxonomy in Massively Multiplayer Online Role-Playing Games (MMORPG’s)

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    A novel taxonomy for character progression in Massively Multiplayer Online Role-Playing Games (MMORPG’s) was developed into three main functions: the identification, classification, and nomenclature of character progression types. A conceptual framework was established assessing two existing character progression types, linear character progression and nonstatistic character progression, using the grounded theory research method approach. The framework was then used as a form of reference in order to develop the classification and nomenclature of character progression types. These results are a foundation to determine whether a novel, hybrid approach to character progression could increase the level of player investment in gameplay based on the taxonomy of character progression types. Ultimately, this taxonomy can serve designers’ critical thinking process, enabling them to better accommodate their specific audience of players, potentially reducing player churn rate

    Ideology and interaction in Internet action video games

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    This thesis is an analysis of how the play mechanics of the Return to Castle Wolfenstein videogame influence player cooperation and competition during play as well as an analysis of player chat as indication of cooperation and competition. While the premise of the game is competition the play mechanics of the game were found to induce intricate and extensive cooperation among players. In this study, player communication was primarily focused on achieving game goals, however there was also communication for cooperative efforts. The play mechanics of the game significantly influences the experience of players. Further research must be conducted to refine methods of analyzing play mechanics and to facilitate comparison among video games and between video games and other similar computer-modeled environments

    A Retrospective Study of Amusement Ride Restraint and Containment Systems: Identifying Design Challenges for Statistically Rare Anthropometric Cases

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    The intent of this project was to conduct a retrospective study of amusement ride restraint and containment systems’ failures to identify the challenges associated with existing design criteria to safely accommodate statistically rare groups that fall outside amusement industry standards. Innovations in ride technology provide an opportunity for injuries to occur if restraint and containment systems cannot properly accommodate unique patron anthropometry. It is paramount to understand how anthropometric features contribute to the patron’s ability to defeat ride restraint and containment systems. A systemic perspective was used based on industry accident data to frame the problem associated with restraint and containment systems failures. This project examined how ergonomics, applied across anthropometric characteristics, affected guest safety, how cognitive ability influenced patron judgment, and how non-compliant patron behavior increased the risk for injuries. This retrospective study governed data management efforts that collected, organized, and evaluated accident data which yielded measures for patron characteristics, ride features and accident events. A design methodology was developed that incorporated statistical tests that established group differences between the project accident data and industry control data. Chi-square and Fisher’s Exact Tests were used to determine statistical significance for ride and patron categorical variables. Independent tests for physical limitation, cognitive ability and behavior showed a positive association for type of failure mode. A Kruskal Wallis non-parametric test for the mean age across ride types was performed that showed a positive association. A logistical regression model was constructed combining predictor dummy variables for anthropometric mismatch, diminished capacity and behavior for the binary dependent variable for not-secured or ejection/fall failure mode. The outcome of this project produced retrospective statistical data and provided a forcing function design guidance matrix to overcome amusement ride restraint and containment design challenges associated with unique patron anthropometry

    An overview of structural characteristics in problematic video game playing

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    Purpose of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. Recent Findings: The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Summary: Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative
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