15,427 research outputs found

    Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

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    This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process

    Doubling Down on Goffman: A Commentary on Dmitri Shalin’s ‘Erving Goffman, Fateful Action, and the Las Vegas Gambling Scene’

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    Erving Goffman “was not a sociologist of any particular area” (Scheff 2006: 20). He was, in fact, a sociologist of many areas: the interaction order, stigma, “total institutions,” gender, “forms of talk,” public behaviour – and gambling certainly belongs to the list. He may be better known for these other topics, but his contributions to the sociological analysis of gambling are canonical. Thus, another sociological hat can be worn. A unique, inventive social scientist, Goffman could pull off the donning of many such hats. Bucking the standard presentation of social scientific research in journal articles, Goffman was the “master of the long essay,” a format “ungainly in the social sciences” (Handler 2012: 180; Smith and Jacobsen 2010). “Where the Action Is” (Goffman 1967) is a rich, long essay, manifesting the originality and insight found across his oeuvre. With this essay, Goffman proclaims himself a gambling romantic – situated among those sociologists and social theorists who positively valued gambling activities in the face of the levelling tendencies and utilitarian values of modern society (Walter Benjamin, George Bataille, and Roger Caillois come to mind as well). The positive valuing of gambling is clearly expressed in “Where the Action Is,” prompting Downes et al (1976: 17) to remark on the social scientific significance of the piece that it “lifts gambling out of the moral abyss into which successive generations of commentators and reformers have consigned it and renders possible a consideration of its meaning which is freed from a priori association of a negative kind.

    Gaming can be sustainable too! Using Social Representation Theory to examine the moderating effects of tourism diversification on residents' tax paying behavior

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    Tourism authorities in the Las Vegas region have suggested the diversification of the tourism industry as a strategy to improve the vitality of rural communities outside of the metropolitan area. The present study uses Social Representation Theory as the conceptual basis to test the moderating effects of the various types of proposed tourism development on residents' willingness to pay higher taxes to support such development. A survey of 301 residents in Las Vegas rural communities examined how the factors of economic dependence on tourism, community attachment, and ecocentric attitude towards tourism influence residents' perceptions of tourism's impacts. A higher economic dependence on tourism and higher levels of community attachment led to more favorable perceptions of tourism's economic and social impacts. The economic impacts, in turn, resulted in a willingness to pay higher taxes, irrespective of the type of tourism development proposed by the Las Vegas authorities. The results suggest that rural communities reinforce a hegemonic social representation of tourism in order to characterize the ethos of capitalist urbanism that pervades the economic development discourse. The residents' social construction of tourism has important implications for tourism planners in the region and suggests the adoption of an inclusive tourism diversification strategy that leverages both gaming and alternative tourism.This work was supported by the Southern Nevada Planning Coalition, Outside Las Vegas Foundation and the Conrad N. Hilton Foundation. (Southern Nevada Planning Coalition; Outside Las Vegas Foundation; Conrad N. Hilton Foundation

    Acumen: An interactive multimedia simulation based on situated learning theory

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    This paper describes the development and evaluation of a multimedia simulation for teaching research skills to business students. Graphics, sound and video are used to create semi- realistic ' microworlds' which students explore in order to solve a relatively unstructured problem, a process quite different to learning from textbooks, lectures or videos. One advantage of microworlds is that students construct meaning by actively and selectively working through a variety of information sources, a process which mimics real-world learning and enhances higher- order learning outcomes. We describe the theoretical principles used in designing the simulation, particularly situated learning theory which claims a number of advantages for teaching that is 'situated' in the context of real world problems. There is also evidence that the 'immersive' quality of microworlds may be more motivating than other teaching/ learning modes, at least to some students. As the technology for creating media- rich simulations is still new, we discuss the issue of how realistic simulations should be. Our multimedia package can be related to a long tradition of teaching methods in business that attempt to put theoretical principles into life-like contexts, via case studies, experiential learning, internships, or real-world projects. The advantages and disadvantages of computer microworlds over such methods are explored

    Conversational Gamers: Developing Language Skills and Connections through Games

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