124,654 research outputs found

    Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment

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    Computer animated characters are rapidly becoming a regular part of our lives. They are starting to take the place of actors in films and television and are now an integral part of most computer games. Perhaps most interestingly in on-line games and chat rooms they are representing the user visually in the form of avatars, becoming our on-line identities, our embodiments in a virtual world. Currently online environments such as “Second Life” are being taken up by people who would not traditionally have considered playing games before, largely due to a greater emphasis on social interaction. These environments require avatars that are more expressive and that can make on-line social interactions seem more like face-to-face conversations. Computer animated characters come in many different forms. Film characters require a substantial amount of off-line animator effort to achieve high levels of quality; these techniques are not suitable for real time applications and are not the focus of this chapter. Non-player characters (typically the bad guys) in games use limited artificial intelligence to react autonomously to events in real time. However avatars are completely controlled by their users, reacting to events solely through user commands. This chapter will discuss the distinction between fully autonomous characters and completely controlled avatars and how the current differentiation may no longer be useful, given that avatar technology may need to include more autonomy to live up to the demands of mass appeal. We will firstly discuss the two categories and present reasons to combine them. We will then describe previous work in this area and finally present our own framework for semi-autonomous avatars

    Promoting dental care to children using traditional and interactive media following threat appeals

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    In recent years, computer games have become an important part of children’s lives. Gaming is not only one of their favorite pastime activities, but games are also increasingly used by marketers in an attempt to influence children’s purchase behavior. Today, almost every food and beverage brand targeting children has an advergame on its website. Advergames are “computer games specifically created to function as advertisements to promote brands”, containing brand identifiers such as logos and brand characters (Kretchmer, 2005: 7). Games can also be powerful learning tools. Several authors (e.g., Gee, 2003; Prensky, 2001) argue that computer games can be more enjoyable, more interesting and thus more effective than traditional learning modes to increase children’s knowledge. Empirical studies that evaluated the impact of the use of games within disciplines such as mathematics, science, language, geography and computer science show positive outcomes in terms of learning effectiveness in relation to curricular objectives (e.g., Papastergiou, 2009; Rosas et al., 2003). However, these authors mainly focus on the learning ability of games rather than their persuasive impact for social marketing purposes. In the area of health education, playing computer games has often been seen with skepticism (e.g., Bale, 1994; Funk and Buchman, 1995)

    Digital Australia 2014

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    This report examines the role interactive entertainment plays in Australian households. Foreword We began national studies of computer game audiences in 2005 to widen the conversation about games and tackle stereotypes that prevented an understanding in the wider community that computer games were a popular medium that had become not only normalised, but a medium valued by Australians of all ages. Rather than challenge negative stereotypes about games with rhetoric, we provided quantitative empirical data using established social and market research practice – something that had not been available for Australia’s journalists and policy-makers who relied on overseas data. Over the five Australian studies since 2005, we documented the ascendency of computer and video games to centre stage in media culture. Game Play Australia 2005 conveyed the reality that Australia is a nation of game-lovers who enjoy playing games on a sporting field and on the screen. In 2005: 76% of households had a device for playing games and PCs dominated consoles, 38% of gamers were female and the average age was 24, Less than an hour was the play duration and twice a week was the frequency 49% of households had broadband connections, 35% played games online, 66% of parents played video games, 88% said Australia should have an R18+ for games, and 68% said classification information was very influential when choosing games for their children. Interactive Australia 2007 and 2009 illustrated the growing ability of games to foster social interaction. Moreover, games consoles and the Internet had matured and grown in popularity. By 2009: 88% of households had a device for playing games and consoles took the lead from PCs, 46% of gamers were female and the average age was 30, An hour was the play duration and every other day was the frequency, 81% of households had broadband connections, 48% played games online, 70% of parents played games, 60% of households were home to 2 or more players, 91% said Australia should have an R18+ for games, and 46% said classification information was very influential when choosing games for their children. Digital Australia 2012 illustrated the rapid maturation of digital media and more avenues for game experiences to anyone who wanted to play. By 2012: 92% of households had a device for playing games and consoles lead and phones outflanked handhelds, 47% of gamers were female and the average age was 32, An hour was the play duration and every other day was the frequency, 83% of parents played games, 70% of households were home to 2 or more players, and 41% said classification information was very influential when choosing games for their children. Digital Australia 2014 completes this phase of reports on computer games and Australians. The profile of the gamer and the gaming household is nearly synonymous with the profile of the typical Australian and Australian household. It demonstrates that multiple screens and game devices are commonplace and that games have expanded from the loungeroom to the pocket, played frequently and for longer durations. It suggests that the moral panic over established media like music, films, television and games is now moving to social media and the Internet. Adult gamers have formed great memories over the years of family time, characters, story, play and interaction from a medium that has emerged from its adolescence.   Authored by Jeffrey E. Brand, Pascaline Lorentz, and Trishita Mathew

    From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups

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    Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Female Gamers:

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    International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail. This study explored female experiences of playing video-games. Data were collected from an online discussion forum dedicated to video-gaming; the sample comprised of posts drawn from 409 discussion threads. Thematic analysis of the discussions suggests that gaming is a key element of the female gamers’ identity, with females discussing the integration of gaming into their daily lives on a number of different levels. Similar to previous research, social elements of gaming is highlighted with simultaneous difficulties with online interaction emphasised. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed

    You are what you play?: a quantitative study into game design preferences across gender and their interaction with gaming habits

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    Gaming is rapidly gaining popularity as a pastime among women. One explanation for this could be the industry targeting female gamers through specific ‘girl game’ releases. This could imply that there are a priori differences in game design preferences between female and male gamers. The purpose of the present study is to explore these differences to see whether there is a mediating effect of previous experience with certain game genres on subsequent design preferences of male and female gamers. More particularly, we distinguish between ‘core’ genre players (CP) and ‘non-core’ genre players (NCP). By means of a 2*2 ANOVA design using an online survey, we examine the main effects of gender, core genre players (CP/NCP) and the interaction effects between both independent variables. The results show that game preferences of male CP, female CP and male NCP are generally in line with one another whereas those of female NCP differ significantly

    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

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity
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