146 research outputs found

    Emergence and playfulness in social games

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    Social Games, built and played on social networks such as Facebook, have rapidly become a major force in the world of game development, and the top social games today claim more players than any other online game on any format. As social games begin to mature from their roots as simple playful social toys and into the products of big business, the patterns and mechanics used in the design have begun to be formalised. In this paper, it is argued that experimentation and playfulness is still a very important part of the play experience and a valuable source of fun. As game designs explore the space opened by the new genre of social games, it is vital for designers to leave “gaps” in the design to allow for playful and serendipitous experiences to emerge from the activities of the players. To support this argument, Caillois’ classification of play is used as a lens through which social games can be examined. Examples of paidic, playful and emergent play are presented from popular social and offline games, and a detailed case study of paidic play in a new social game is presented from the designer’s perspective. Interviews from participants to an open trial are discussed, and their experiences in creating their own playful experiences and goals within the formal structure of the social game design are explored

    Mario, Luigi and Dave: the effect of language on the social structure of a bilingual online mobile game

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    In this paper, we explore the structure of a social community built in an online game that was released in two languages, specifically examining the behaviours of players involved in inter-lingual interaction. This asynchronous social game was released simultaneously in Italian and English. The player base was seeded with English and Italian players but allowed to grow organically without restriction. Despite the built-in segregation by language, we found that the entire player-base formed into a single social network and developed strategies for overcoming the challenges faced by a multi-lingual game community. Using Network Analysis, we break down the community in the game based on language and play style. We demonstrate that the behaviour of both English and Italian players was equivalent, and that play style had no effect on the likelihood of players deliberately engaging in inter-lingual communication. In the context of the strategies used by the players in our experiment, we discuss game design patterns that provide incentives for users to behave more socially and how to create tools to enable the players to cross the lingual and cultural barriers in online games

    Familiars: manipulating social networks with mobile gaming

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    This paper presents the mobile multiplayer gaming application Familiars. Familiars leverages social networking and locative technologies to create a reactive social experience for the game’s participants over extended periods of time. The game is based around the concept of each player owning a Familiar –a virtual sprite or creature somewhat similar in concept to Pullman’s démons - which has a visual appearance and a location in the real world. A player’s interactions with their own, and other players’, Familiars is used to directly inform the state of the game and status of the player – inviting them to become more aware of the impact of their social activity, and to discover novel strategies for becoming more socially effective in computer-mediated environments. We begin by explaining the design for the game and the unique challenges of the mobile medium as a platform for social gaming. We discuss the theoretical and technical background of the social and contextual analysis system used in the mobile mediated environment and go on to describe how this informed the implementation of the mobile and server applications that power the game. Finally we discuss the findings of the application test groups, lessons learnt during development and important design considerations for mediated mobile social gaming

    Addiction as a brain disease? A meta-regression comparison of error-related brain potentials between addiction and neurological diseases

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    The notion that addiction is a “brain disorder” is widespread. However, there is a lack of evidence on the degree of disorder in terms of error processing in addiction. The present meta-analysis aimed at shedding light on this by comparing error-processes with populations with well-recognized brain disorders. We included 17 addiction and 32 neurological disorder studies that compared error-related negativity (ERN) or error positivity (Pe) amplitudes/latencies between experimental and healthy-control groups. Meta-regression analyses were performed for the intergroup comparison and other moderators. Both diagnoses were accompanied by a diminished ERN amplitude, although the degree of impairment was marginally larger in neurological disorders. Neurological disorders presented shorter ERN latencies than addiction when compared with controls. The two groups did not differ in Pe amplitude/latency. Except for a reduced ERN amplitude found along with aging, no other moderator contributed significantly to divergent findings about these four ERP indexes. The results support the brain disease model of addiction, while stressing the importance of quantifying the degrees of brain dysfunctions as a next step.</p

    User powered games for research

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    This paper describes how user-generated content can be harnessed to create compelling games for research purposes. We show that by entrusting the complicated processes of asset creation and management to the players themselves, research based games can still allow for rich, deep and unique experiences - experiences that would be impossible to create manually under the typical time and resource constraints found in research projects. It is contended that “user power” as a game design element is especially powerful for use by researchers who are most likely working on their own or in small groups with limited budgets, and for whom the research objectives may be more important than the design of the game itself. The paper explores the recent history of applications that take advantage of user-generated content and discusses how these principles have been used to develop two user-powered games: Gophers and Familiars. The worlds created by the users of these games are explored and the strengths and weaknesses of using user-generated content to power games are discussed

    No intolerance of errors:The effect of intolerance of uncertainty on performance monitoring revisited

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    Errors have been conceptualized as internal forms of threat that can cause harm in unpredictable ways. An index of error processing is the error-related negativity (ERN), an event-related potential reflecting variability in the sensitivity to errors. Prior work has shown the relationship between psychopathology symptoms and the ERN is unclear, and may be moderated by intolerance of uncertainty (IU), a trait that captures how people react to unpredictability. IU includes two subfactors of prospective IU (active seeking of predictability) and inhibitory IU (behavioral paralysis). In the present study, 188 undergraduates performed an Eriksen flanker task designed to elicit the ERN, while brain activity was recorded using electroencephalography (EEG). Participants completed the Intolerance of Uncertainty Scale, Short Form (IUS-12), and other measures of anxiety, depression and worry. Total IU explained 5 % of the variance in correct-response negativity (CRN), but was not associated with the ERN in our sample. In contrast to previous findings, the IU subfactors did not predict the ERN or post-error slowing (PES), nor did total IU and depression interact to predict the ERN. Exploratory analyses also showed that total IU did not moderate the relationship between trait anxiety and the ERN. Small samples may have previously exaggerated the links between self-reported IU and the ERN. As such, further high-powered replications are required to confirm if, and how, they are related

    Objectively measuring subjectively described traits: Geographic variation in body shape and caudal coloration pattern within vieja melanura (Teleostei: Cichlidae)

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    © 2017, Universidad de Costa Rica. All rights reserved. Vieja melanura is a Neotropical cichlid occurring in the PetĂ©n-lake district systems of Guatemala, as well as the RĂ­o Grijalva-Usumacinta basin, and other systems in Southern MĂ©xico, Belize, and Guatemala. A caudal stripe, extending forward from the caudal peduncle, is characteristic of this species. This stripe is sloped downward in nearly all individuals of V. melanura, but the degree of the slope is highly variable throughout its range. The slope and shape of the stripe has previously been used in diagnosing and differentiating between species of Vieja. The purpose of this study was to use objective methods to investigate morphological variation in the caudal stripe and body shape throughout the range of V. melanura. We studied geometric morphometric analyses of body shape and empirical measurements of the slope of the caudal stripe in 215 specimens of V. melanura. We also used the mitochondrial cytochrome b marker to study population level patterns within V. melanura. Results from our analyses showed significant geographic variation in body shape and patterns of coloration with little mitochondrial phylogeographic structure. These patterns likely correspond to differences in riverine habitats throughout the species’ distribution. In conclusion, these results can be used to inform other studies of color and shape variation as it applies to taxonomy and systematics

    Anxiety and social support as predictors of student academic motivation during the COVID-19

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    In this study we examined whether parents’ perceptions of students’ anxiety as well as perceived support from both teachers and classmates were predictive of changes in students’ academic motivation during the first wave of COVID-19. To this end, we used a retrospective pretest-posttest design together with a latent change score model to analyze our data. From April to May of 2020, 394 Portuguese parents of students in grades 1–9 participated in this study. Our results showed that students’ anxiety and teachers’ social support, as perceived by parents, were highly significant predictors of academic motivation changes. Specifically, we found a negative effect of anxiety and a positive effect of teachers’ social support on students’ academic motivation. Our results did not show, however, a significant predictive role of classmates’ social support. This study provides an important contribution to further understand the intrapersonal and interpersonal factors that are associated with the decline of students’ academic motivation during the COVID-19 pandemic. The pivotal role of teachers in sustaining students’ academic motivation and other relevant educational implications for the ongoing pandemic are discussed

    Electrocortical measures of performance monitoring from go/no‐go and flanker tasks: Differential relations with trait dimensions of the triarchic model of psychopathy

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    This study examined associations of performance‐monitoring event‐related potentials (ERPs) from go/no‐go and flanker tasks with one another, and with psychopathy‐related traits of disinhibition, meanness, and boldness. A task‐dependent relationship was evident between the error‐related negativity (ERN) and trait disinhibition, with high‐disinhibited participants showing reduced no‐go ERN but not flanker ERN. Disinhibition was also inversely related to variants of the P3 and the error positivity (Pe) from these two tasks. A factor analysis of the ERPs revealed two distinct factors, one reflecting shared variance among the P3 and Pe measures from the two tasks, and the other covariance among the N2 and ERN measures. Scores on the P3/Pe factor, but not the N2/ERN factor, were inversely related to disinhibition, and accounted for associations of this trait with variants of the P3 and Pe across tasks. The implication is that high trait disinhibition relates mainly to reductions in brain responses associated with later elaborative stages in the processing of motivationally significant events across different tasks. Importantly, no‐go ERN predicted disinhibition scores beyond N2/ERN factor scores, indicating that high disinhibition is not generally related to diminished early preresponse conflict and error processing, but rather to processing impairments in conditions calling for inhibition of prepotent response tendencies

    Theoretical Developments in Electromagnetic Induction Geophysics with Selected Applications in the Near Surface

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    Near-surface applied electromagnetic geophysics is experiencing an explosive period of growth with many innovative techniques and applications presently emergent and others certain to be forthcoming. An attempt is made here to bring together and describe some of the most notable advances. This is a difficult task since papers describing electromagnetic induction methods are widely dispersed throughout the scientific literature. The traditional topics discussed herein include modeling, inversion, heterogeneity, anisotropy, target recognition, logging, and airborne electromagnetics (EM). Several new or emerging techniques are introduced including landmine detection, biogeophysics, interferometry, shallow-water electromagnetics, radiomagnetotellurics, and airborne unexploded ordnance (UXO) discrimination. Representative case histories that illustrate the range of exciting new geoscience that has been enabled by the developing techniques are presented from important application areas such as hydrogeology, contamination, UXO and landmines, soils and agriculture, archeology, and hazards and climat
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