151,973 research outputs found

    Social platform or fantasy world? - A mixed methods approach to the study of social interaction in World of Warcraft

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    The purpose of this study was to investigate massively-multiplayer online role-playing games from the social interactionist perspective. The aim was to chart the social interaction within the game environment as well build upon previous known findings concerning player's in-game preferences as well as the sociability of the game environment. The questions addressed by this study were: - How does the social interaction within World of Warcraft utter itself? - What function does World of Warcraft have for its players? A mixed methods approach was used in the form of an online self-completion survey in combination with separate in-game participant observations. The resulting material consisted of surveys, chatlogs and screenshots. Results indicated that the game environment contained several spheres of interaction, where real life as well as guilds showed the qualities of a protected backstage region while the public and action-oriented spheres showed frontstage public qualities. The playerbase of the game showed the inherent qualities of a team, displaying a coherent routine that reinforced the boundaries between the back- and fronstage regions. Players were also often seen gravitating to form two opposing teams in the dramaturgical sense as well as share a mutual culture based on popular culture. Furthermore, survey results showed that the nature of the social ties that players have with them in the game have a correlation with both their in-game activities as well as their preferences. Different demographic groups were also found to vary in their activities and social ties. The findings of this study grant an insight into the way in which the social interaction within massively-multiplayer online role-playing games is formed by the actors within the interaction as well as the game environment itself. These findings have possible application use in both understanding game usage as well as the social possibilities of massively-multiplayer online role-playing games

    Understanding players' map exploration styles

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    Copyright 2016 ACM. Exploration is an essential part of play in modern video games. It refers to the discovery-based activities, in which players explore mechanisms, as well as spatiality of virtual world. Exploration games and games with exploration plots are booming in gamer communities. In this paper, we focus on spatial exploration, which is central to play in role-playing games (RPG) and real time strategy (RTS) games. We investigate the game-playing behaviors of human players in exploration games, so as to discover behavior patterns and understand gamer styles. The intention is to contribute to the design and development of believable agents. We conducted an experiment where 25 participants played three types of exploration games. In-game data, think-aloud data, questionnaire responses and post-game interview data were collected to gain a deeper understanding of exploration preferences. We used thematic analysis to analyze data and mapped out four game exploration archetypes: Wanderers, Seers, Pathers and Targeters. An analysis from the four highlight aspects: strategy, reasoning, conception and hesitation, is conducted to investigate the behavioral traits of these four archetypes

    Let There Be Dragons! Towards Designing an Engaging Quest that Enhances Curiosity and Learning About Genetics

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    This study implemented a convergent parallel mixed methods approach to investigate game-based learning within an educational game compared to a modified entertainment game. Participants (N=31) were recruited from public middle and high schools as well as home school groups. Comparative data of participants’ perceptions, preferences and learning outcomes were investigated to inform better educational game design. This study also considers player personality to determine how dispositional curiosity influences an individual’s approach, acceptance, and interaction with novel learning environments, specifically games. Findings show a statistically significant gain in genetics academic knowledge after the game-based learning intervention. The difference in knowledge gained for the two games was not statistically significant. All dimensions of engagement, motivation and curiosity were statistically significantly higher for the modified entertainment game. Increases in scientific curiosity was statistically significantly higher for the modified entertainment game while scientific curiosity statistically significantly decreased after playing the educational game. Qualitative analysis revealed five themes and provided deeper understanding of game design features that enhance learning, curiosity and engagement from the player’s perception. Integration of quantitative and qualitative results suggest overall convergence and enhanced understanding of theoretical and practical implications of this research and identifies key relationships between game design, player perceptions and learning outcomes to inform better educational game design and implementation

    Preferences, emotions, and visual attention in the first-person shooter game experience

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    First-person shooter (FPS) games are one of the most popular yet notorious genres of digital games. They contain visceral emotional content and require intense visual attention from players, leading some people to appreciate and others to resent these types of games. This thesis investigated individual differences in the game experience of FPS games by exploring how preferences for violent game dynamics (e.g., preferences for shooting, killing, and exploding) affect players’ emotions and perceptions of curiosity, vitality, and self-efficacy. In addition, the thesis explored how visual attention skills affect the viewing of FPS games as indexed by viewers’ eye movements. In Study I, the role of visual attention skills in viewing FPS gameplay videos was explored. The results showed that viewers’ eye movements tended to progress from a diffuse scanning mode towards a more focal and central viewing mode as time passed. Visual qualities and saliency of events also guided eye movements. Individual differences in visual attention skills (namely, the ability to track multiple objects, perform a visual search for targets, and to see rapidly appearing serial targets) were related to what was attended to in the screen. The role of visual attention skills on eye movements was more prominent during visually distinct events. In sum, the results showed that specific visual attention skills predicted eye movement patterns during FPS gameplay video viewing. Study II explored whether game dynamics preferences and emotion-related responses to an FPS game are connected. Participants’ heart rate, electrodermal activity, and electric activity of facial muscles were recorded as indexes of emotion-related responses both during playing (active participation) and gameplay video viewing (passive watching). The participants also rated their level of experienced arousal and valence. The results showed that there were individual differences in physiological emotion-related responses as a function of dynamics preferences, especially in measures of physiological arousal. Those who liked violent dynamics showed a rather stable level of physiological arousal state both when playing and when viewing the game. In contrast, participants who disliked violent dynamics showed an overall higher level of physiological arousal during playing than when viewing, and the level of arousal increased across time in both conditions. The results on facial muscle activity likewise showed that activity differed between people who liked versus disliked violent dynamics. However, the results were somewhat conflicting: those who liked violent game dynamics showed a steep increase in the activity of the corrugator supercilii muscle, an index of negative valence. Instead, those who disliked the dynamics showed less increase in corrugator supercilii activity. The dynamics preferences did not affect self-reported emotional valence or arousal. Thus, the results highlight that game dynamics preferences were associated with physiological signals, although they may not be a straightforward index of emotions in a gaming context. In Study III, associations between game dynamics preferences and self-reported experiences of vitality, self-efficacy, and curiosity were explored both in association with life in general and with playing an FPS video game. The results showed that players who were neutral or mildly positive towards violent content experienced stable levels of vitality, curiosity, and emotional valence both in life in general and when playing. They also experienced a slight decline in self-efficacy in the playing context. Conversely, those who disliked violent dynamics experienced a clear decline in all of these measures in the playing context. Thus, game dynamics preferences were connected with wider experiential reflections related to playing. Overall, the results of all three studies showed why there is individual variation in the playing experience: players and viewers have differing skills and preferences. These skills and preferences affect how players and viewers pay attention to the game, and what kind of emotional reactions and experiences they have. This is valuable for understanding the psychological outcomes of FPS games, as well as why people hold differing opinions about these types of games. Likewise, the results have importance for game design, as they show that players respond in different ways to game contents. Thus, it may be fruitful to personalize and tailor game contents based on players’ preferences and visual attention skills.Mieltymykset, tunteet ja nÀönvarainen tarkkaavuus ensimmĂ€isen persoonan ammuntapelien pelikokemuksessa EnsimmĂ€isen persoonan ammuntapelit (FPS-pelit) ovat sekĂ€ yksi suosituimmista ettĂ€ pahamaineisimmista digitaalisten pelien genreistĂ€. Ne sisĂ€ltĂ€vĂ€t voimakasta tunnepitoista sisĂ€ltöÀ ja vaativat ÀÀrimmĂ€istĂ€ nÀönvaraista tarkkaavuutta. NĂ€iden seikkojen takia toiset arvostavat ja toiset paheksuvat kyseisiĂ€ pelejĂ€. TĂ€ssĂ€ vĂ€itöskirjassa tutkittiin yksilöllisiĂ€ eroja FPS-pelien pelikokemuksessa selvittĂ€mĂ€llĂ€, kuinka mieltymykset vĂ€kivaltaisiin pelidynamiikkoihin (esimerkiksi mieltymykset ampumiseen, tappamiseen ja rĂ€jĂ€yttĂ€miseen) vaikuttavat pelaajien tunnetiloihin ja kokemuksiin uteliaisuudesta, elinvoimaisuudesta ja minĂ€pystyvyydestĂ€. TĂ€mĂ€n lisĂ€ksi vĂ€itöskirjassa tutkittiin silmĂ€nliikkeitĂ€ tarkastelemalla kuinka nÀönvaraisen tarkkaavuuden taidot ovat yhteydessĂ€ FPS-pelivideoiden katseluun. Tutkimuksessa I tarkasteltiin, miten nÀönvaraisen tarkkaavuuden taidot vaikuttavat FPS-pelivideoiden katseluun. Tutkimuksessa havaittiin, ettĂ€ silmĂ€nliikkeet etenivĂ€t laajemmasta ja hajaantuneemmasta silmĂ€ilystĂ€ kohti pinta-alaltaan pienempÀÀ ja lĂ€hempĂ€nĂ€ nĂ€ytön keskustaa olevaa aluetta. LisĂ€ksi erilaisten pelitapahtumien visuaaliset ominaisuudet ja huomiota herĂ€ttĂ€vyys suuntasivat silmĂ€nliikkeitĂ€. Yksilölliset erot nÀönvaraisen tarkkaavuuden taidoissa (tĂ€ssĂ€ tutkimuksessa taidot seurata useita liikkuvia kohteita, etsiĂ€ kohteita ja nĂ€hdĂ€ nopeasti perĂ€kkĂ€in ilmestyviĂ€ kohteita) olivat yhteydessĂ€ siihen, miten katselija tarkasteli pelinĂ€kymÀÀ. NÀönvaraisen tarkkaavuuden taitojen yhteys silmĂ€nliikkeisiin tuli esiin etenkin visuaalisesti toisistaan erottuvien pelitapahtumien aikana. Yhteenvetona tutkimuksen tulokset osoittivat, ettĂ€ tietyt nÀönvaraisen tarkkaavuuden taidot ennustavat silmĂ€nliikkeitĂ€ FPS-pelivideon katselun aikana. Tutkimuksessa II selvitettiin, ovatko pelidynamiikkamieltymykset ja FPS-peliin liittyvĂ€t tunnereaktiot yhteydessĂ€ toisiinsa. Tutkimukseen osallistujien sykettĂ€, ihon sĂ€hkönjohtavuutta ja kasvolihasten sĂ€hköistĂ€ aktiivisuutta mitattiin indikaatioina tunnereaktioista sekĂ€ pelaamisen (aktiivinen osallistuminen) ettĂ€ pelivideon katselun (passiivinen tarkkailu) aikana. Osallistujat myös arvioivat oman tunnetilansa koettua virittĂ€vyyttĂ€ ja valenssia. Tulokset osoittivat, ettĂ€ yksilöiden vĂ€lillĂ€ oli eroja fysiologisissa tunteisiin liittyvissĂ€ reaktioissa riippuen siitĂ€, millaiset pelidynamiikkamieltymykset heillĂ€ oli. TĂ€mĂ€ nĂ€kyi erityisesti fysiologisissa autonomisen hermoston tilaa kuvaavissa mittareissa. VĂ€kivaltaisista dynamiikoista pitĂ€villĂ€ osallistujilla oli suhteellisen tasainen fysiologisen aktivaation taso sekĂ€ pelatessa ettĂ€ pelivideota katsellessa. Sen sijaan niillĂ€ osallistujilla jotka eivĂ€t pitĂ€neet vĂ€kivaltaisista dynamiikoista oli kaiken kaikkiaan korkeampi fysiologisen aktivaation taso pelatessa kuin pelivideota katsellessa, ja aktivaation taso kasvoi ajan kuluessa molemmissa tilanteissa. Kasvojen lihasten sĂ€hköiseen toimintaan liittyvĂ€t tulokset niin ikÀÀn osoittivat, ettĂ€ vĂ€kivaltaisista dynamiikoista pitĂ€vien ja niitĂ€ vieroksuvien henkilöiden vĂ€lillĂ€ oli eroja. Tulokset olivat kuitenkin jossain mÀÀrin ristiriitaisia: vĂ€kivaltaisista dynamiikoista pitĂ€villĂ€ osallistujilla negatiivista valenssia indikoiva corrugator supercilii -lihaksen aktiivisuus lisÀÀntyi ajan kuluessa huomattavasti. Sen sijaan osallistujilla jotka eivĂ€t pitĂ€neet vĂ€kivaltaisista dynamiikoista corrugator supercilii -lihaksen aktiivisuuden lisÀÀntyminen oli lievempÀÀ. Pelidynamiikkamieltymykset eivĂ€t olleet yhteydessĂ€ osallistujien omiin arvioihin tunnekokemuksen virittĂ€vyydestĂ€ ja valenssista. TĂ€ten tulokset osoittivat, ettĂ€ pelidynamiikkamieltymykset olivat yhteydessĂ€ fysiologisiin vasteisiin, mutta niitĂ€ ei voida kĂ€yttÀÀ tĂ€ysin mutkattomina mittareina tunteista pelikontekstissa. Tutkimuksessa III tarkasteltiin pelidynamiikkamieltymysten yhteyttĂ€ uteliaisuuden, elinvoimaisuuden ja minĂ€pystyvyyden kokemuksiin elĂ€mĂ€ssĂ€ ylipÀÀtÀÀn ja FPS-pelin pelaamiseen liittyen. Tutkimuksessa havaittiin, ettĂ€ uteliaisuus, elinvoimaisuus ja tunteen valenssi olivat samankaltaiset sekĂ€ elĂ€mĂ€ssĂ€ ylipÀÀtÀÀn ettĂ€ pelatessa mikĂ€li pelaaja suhtautui vĂ€kivaltaisiin dynamiikkoihin neutraalisti tai jonkin verran positiivisesti. TĂ€llaisilla pelaajilla minĂ€pystyvyys oli kuitenkin jonkin verran alhaisempi pelitilanteessa verrattuna elĂ€mÀÀn ylipÀÀtÀÀn. Sen sijaan pelaajat jotka eivĂ€t pitĂ€neet vĂ€kivaltaisista dynamiikoista arvioivat kaikkien nĂ€iden kokemusten olevan selvĂ€sti huonompia pelatessa. Pelidynamiikkamieltymykset olivat siis yhteydessĂ€ laajempiin reflektiivisiin kokemuksiin pelaamisesta. VĂ€itöstutkimuksen tulokset auttavat ymmĂ€rtĂ€mÀÀn, miksi pelikokemuksessa on yksilöllistĂ€ vaihtelua: pelaajat ja katsojat eroavat taidoiltaan ja mieltymyksiltÀÀn. NĂ€mĂ€ taidot ja mieltymykset ovat yhteydessĂ€ siihen, millĂ€ tavoin pelaajat ja katselijat kiinnittĂ€vĂ€t huomiota peliin ja minkĂ€laisia tunnereaktioita ja kokemuksia heillĂ€ on. NĂ€iden seikkojen huomioiminen on tĂ€rkeÀÀ FPS-pelien psykologisten vaikutusten ja peleihin liittyvien eriĂ€vien mielipiteiden ymmĂ€rtĂ€miseksi. Tuloksilla on lisĂ€ksi merkitystĂ€ pelisuunnittelulle, sillĂ€ ne osoittavat, ettĂ€ pelaajat reagoivat eri tavoin pelisisĂ€ltöihin. TĂ€mĂ€n vuoksi voisi olla hyödyllistĂ€ muovata pelisisĂ€ltöjĂ€ yksilöllisesti pelaajien mieltymysten ja nÀönvaraisen tarkkaavuuden taitojen mukaan

    EXPLORING GENDER AND AGE DISPARITIES IN MOBILE GAMING HABITS AMONG SECONDARY SCHOOL STUDENTS

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    The present research study aimed to examining gender and age differences in mobile gaming habits of secondary school students in Punjab. The mobile gaming habits and patterns involve frequency, preferences and time spent on mobile game play. The research employed a sample of 1200 students selected through stratified random sampling, with 55.5% identifying as male and 44.5% as female. Data collection instruments included a self-constructed Mobile Gaming Habits Scale and a Biographic-Demographic Information Form. The results of the study indicate substantial distinctions between male and female students across various dimensions of mobile gaming habits, including withdrawal, obsession, mood modification, and malfunction. However, no significant differences were observed concerning age. 90.9% of school students use mobile for playing digital games and more than one-third 37% of school students play action games on mobile. Males predominantly engage in multiplayer gaming mode, displaying a preference for action, role-playing, and sports game genres. Conversely, females exhibit a predilection for singleplayer gaming mode, gravitating towards puzzle game genres. These findings contribute to a deeper understanding of the relationship between gender, age, and mobile gaming behaviours among secondary school students. Such insights are valuable for educators, parents, and researchers aiming to address potential concerns related to excessive mobile gaming and its impact on adolescents

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    A Quantitative Content Analysis on Food-based Advergames Aimed at Children

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    Mainstream economics and the Austrian school: toward reunification

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    In this paper, I compare the methodology of the Austrian school to two alternative methodologies from the economic mainstream: the ‘orthodox’ and revealed preference methodologies. I argue that Austrian school theorists should stop describing themselves as ‘extreme apriorists’ (or writing suggestively to that effect), and should start giving greater acknowledgement to the importance of empirical work within their research program. The motivation for this dialectical shift is threefold: the approach is more faithful to their actual practices, it better illustrates the underlying similarities between the mainstream and Austrian research paradigms, and it provides a philosophical foundation that is much more plausible in itself
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