1,706 research outputs found

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    PRICING STRATEGIES FOR ONLINE MULTIPLAYER GAMES

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    This dissertation examines the different pricing strategies available to online multiplayer game publishers. We develop mathematical models of the pricing decision that the publisher engages in and conduct a numerical experiment to identify critical parameters for the pricing decision. We also develop an agent based simulation to further examine the influence of these parameters on the dynamics between the publisher and consumers and make recommendations about the conditions under which certain pricing strategies are superior to others

    Toward an Ecology of Gaming

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    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning

    Artificial Intelligence in Education as a Rawlsian Massively Multiplayer Game : A Thought Experiment on AI Ethics

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    In this chapter, we reflect on the deployment of AI as a pedagogical and educational instrument. When AI enters into classrooms, it becomes as a project with diverse members who have differing stakes, and it produces various socio-cognitive-technological questions that must be discussed. Furthermore, AI is developing fast and renders obsolete old paradigms for, e.g. data access, privacy, and transparency. AI may bring many positive consequences in schools — not only for individuals, or teachers, but for the educational system as a whole. On the other hand, there are also serious risks. Thus, the analysis of the educational uses of AI in future schools pushes us to compare the possible benefits (for example, using AI-based tools for supporting different learners) with the possible risks (for example, the danger of algorithmic manipulation, or a danger of hidden algorithmic discrimination). Practical solutions are many, for example the Solid protocol by Tim Berners-Lee, but are often conceived as solutions to single problems, with limited application. We describe a thought experiment: "education as a massively multiplayer social online game". Here, all actors (humans, institutions, AI agents and algorithms) are required to conform to the definition of a player: which is a role designed to maximise protection and benefit for human players. AI models that understand the game space provide an API for typical algorithms, e.g. deep learning neural nets or reinforcement learning agents, to interact with the game space. Our thought experiment clarifies the steep challenges, and also the opportunity, of AI in education.Peer reviewe

    Analyzing the effect of tcp and server population on massively multiplayer games

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    Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows
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