1,533 research outputs found

    Between play and design : the emergence of hybrid-identity in single-player videogames

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    Pour respecter les droits auteur, la version electronique de cette thĂšse a Ă©tĂ© dĂ©pouillĂ©e de ses documents visuels et audio-visuels. La version intĂ©grale de la thĂšse a Ă©tĂ© dĂ©posĂ©e au Service de la gestion des documents et des archives de l'UniversitĂ© de MontrĂ©al.RĂ©sumĂ© Cette thĂšse examine la nature complexe de l'identitĂ© dans les jeux vidĂ©o solo. Elle introduit la notion d'identitĂ©-hybride, et propose un cadre analytique pour dĂ©construire la jouabilitĂ© Ă  travers les genres afin de distinguer des moments d’émergence d’identitĂ©. Alors que la recherche sur l’identitĂ© se concentre couramment sur le joueur ou le personnage-joueur (ou les deux), la notion d'identitĂ©-hybride est une forme d’identitĂ© fluide, parfois Ă©phĂ©mĂšre, qui existe entre le joueur et le personnage-joueur. L’identitĂ©-hybride se dĂ©veloppe au cours du processus de jeu et inclut nĂ©cessairement le joueur (expĂ©rience, contexte de jeu, etc. ), l’environnement du jeu (le design, les mĂ©caniques, etc.), et la mĂ©diation technologique (ordinateur, console, etc.) qui facilite la jouabilitĂ©. Afin de cerner les diffĂ©rents aspects du gameplay qui contribuent a l'Ă©mergence de diffĂ©rents types d'identitĂ©, un cadre multiforme a Ă©tĂ© conçu pour isoler les interactions spĂ©cifiques? qui comprennent les interactions joueur/personnage-joueur, personnage-joueur/personnage non-joueur, joueur/environnement du jeu, personnage-joueur /environnement de jeux, et joueur/joueur. Il a Ă©tĂ© associĂ© Ă  un cadre secondaire qui comprend l'examen des spĂ©cificitĂ©s du joueur individuel et la mĂ©diation technologique qui facilitent le jouabilitĂ©. Une analyse systĂ©matique d’expĂ©riences de jeu et des Ă©lĂ©ments de design de trois jeux diffĂ©rents; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), et Fable 2 (Lionhead Studios, 2008), a Ă©tĂ© rĂ©alisĂ©e pour illustrer les diffĂ©rents degrĂ©s d’apparition d'identitĂ© dans diffĂ©rentes structures de jeu. En comparant les trois analyses, l'utilitĂ© de ce cadre pour mettre de l’avant les Ă©lĂ©ments qui contribuent au (ou peuvent entraver) le dĂ©veloppement de l'identitĂ© et, plus spĂ©cifiquement, l'apparition de l'identitĂ©-hybride, est dĂ©montrĂ©e. Ces trois exemples jettent les bases d'une discussion plus profonde sur la dĂ©finition, le contexte, et le processus d’identitĂ©-hybride dans les jeux vidĂ©o en gĂ©nĂ©ral.Abstract This dissertation examines the complex nature of identity in single-player videogames. It introduces the concept of hybrid-identity and proposes an analytical framework to deconstruct gameplay across genres to distinguish moments of identity emergence. While identity research commonly focuses on the player or the player-character (or both), the concept of hybrid-identity is a fluid, at times fleeting form of identity that exists between the player and the player-character. Hybrid-identity develops during the networked process of videogame play and necessarily includes the player (experience, play-context, etc.), the game environment (design, mechanics, etc.), and the mediating technology (computer, console, etc.) that facilitates gameplay. In order to delineate the different aspects of gameplay that contribute to the emergence of different types of identity, a multifaceted framework was devised to isolate specific interactions between the player/player-character, player-character/non-playing character, player/game environment, player-character/game environment, and player/player. This framework was coupled with a secondary frame which includes examining the specificities of the individual player and the mediating technologies that facilitate gameplay. A systematic analysis of gameplay and design elements of three different games; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), and Fable 2 (Lionhead Studios, 2008) was performed to illustrate the varying degrees of identity emergence in different game structures. The utility of the framework is demonstrated by comparing the three gameplay analyses and highlighting the elements that contribute to (and possibly hinder) identity development and more specifically, the emergence of hybrid-identity. These three examples form the foundation for a more in-depth discussion on the definition, context, and process of hybrid-identity in videogame play

    Pixels, parts & pieces : constructing digital identity

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    How do patterns of digital gameplay influence the functional and social roles, personal identity, and the relationship between a player and their avatar? From Turkle to today, existing theories of online identity seem to suggest that these identities are fragmented bits of the self, cycled through and discarded with ease. In Game Studies, focus has often been on the creation of the digital persona and its representation, the avatar. Through auto-ethnographic research and informed by the literature culled from Game Studies, Sociology (Symbolic Interactionism, Stuctural Functionalism) and Social Psychology, I explicate the way actions, tasks and goals create interwoven patterns of play that structure multi-layered digital identities within social and functional roles of the game. Within the construct of character creation, gameplay, and role identities, relationships between the player, avatar, physical environment and other players develop and redefine perceptions and meanings, which shape and harmonize identities. Far from being fixed internally in the player, these identities are interwoven through internal and external interactions, creating perceptions and performances of play that emerge as complex negotiated selves, interacting between spaces in the self and the social

    Fame! I wanna stream forever! Analysis and Critique of Successful Streamers' Advice to the Next Generation

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    This paper examines the practice of large-scale and successful streamers in creating ‘how-to’ videos with advice for smaller streamers and content creators. The goal of this study was to investigate how successful streamers encourage newcomers and/or smaller streamers to “grow” on Twitch, examining such factors as the advice they offer, the evidence that such advice works, and their reasons for sharing such information. More critically, how do their materials invoke rhetorics of meritocracy, and how does the creation of such videos further entrench those creators as successful, able to deploy “streaming capital” to buttress their claims? While the initial focus was on Twitch, this research led to a wider ranging exploration as the advice of successful streamers was to employ other platforms in combination, as the field of live streaming has extended far beyond Twitch itself

    Industry Platforms and Ecosystem Innovation

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    This paper brings together the recent literature on industry platforms and shows how it relates to managing innovation within and outside the firm as well as to dealing with technological and market disruptions and change over time. First, we identify distinct types of platforms. Our analysis of a wide range of industry examples suggests that there are two predominant types of platforms: internal or company-specific platforms, and external or industry-wide platforms. We define internal (company or product) platforms as a set of assets organized in a common structure from which a company can efficiently develop and produce a stream of derivative products. We define external (industry) platforms as products, services, or technologies that act as a foundation upon which external innovators, organized as an innovative business ecosystem, can develop their own complementary products, technologies, or services. Second, we summarize from the literature general propositions on the design, economics, and strategic management of platforms. Third, we review the case of Intel and other examples to illustrate the range of technological, strategic, and business challenges that platform leaders and their competitors face as markets and technologies evolve. Finally, we identify practices associated with effective platform leadership and avenues for future research to deepen our understanding of this important phenomenon and what firms can do to manage platform-related competition and innovation

    New and atypical combinations: An assessment of novelty and interdisciplinarity

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    Novelty indicators are increasingly important for science policy. This paper challenges the indicators of novelty as an atypical combination of knowledge (Uzzi et al., 2013) and as the first appearance of a knowledge combination (Wang et al., 2017). We exploit a sample of 230,854 articles (1985 - 2005), published on 8 journals of the American Physical Society (APS) and 2.4 million citations to test the indicators using (i) a Configuration Null Model, (ii) an external validation set of articles related to Nobel Prize winning researches and APS Milestones, (iii) a set of established interdisciplinarity indicators, and (iv) the relationship with the articles\u2019 impact. We find that novelty as the first appearance of a knowledge combination captures the key structural properties of the citation network and finds it difficult to tell novel and non-novel articles apart, while novelty as an atypical combination of knowledge overlaps with interdisciplinarity. We suggest that the policy evidence derived from these measures should be reassessed

    Metabolism within the tumor microenvironment and its implication on cancer progression: an ongoing therapeutic target

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    Since reprogramming energy metabolism is considered a new hallmark of cancer, tumor metabolism is again in the spotlight of cancer research. Many studies have been carried out and many possible therapies have been developed in the last years. However, tumor cells are not alone. A series of extracellular components and stromal cells, such as endothelial cells, cancer-associated fibroblasts, tumor-associated macrophages and tumor-infiltrating T cells, surround tumor cells in the so-called tumor microenvironment. Metabolic features of these cells are being studied in deep in order to find relationships between metabolism within the tumor microenvironment and tumor progression. Moreover, it cannot be forgotten that tumor growth is able to modulate host metabolism and homeostasis, so that tumor microenvironment is not the whole story. Importantly, the metabolic switch in cancer is just a consequence of the flexibility and adaptability of metabolism and should not be surprising. Treatments of cancer patients with combined therapies including anti-tumor agents with those targeting stromal cell metabolism, anti-angiogenic drugs and/or immunotherapy are being developed as promising therapeutics.MÂȘ Carmen Ocaña is recipient of a predoctoral FPU grant from the Spanish Ministry of Education, Culture and Sport. Supported by grants BIO2014-56092-R (MINECO and FEDER), P12-CTS-1507 (Andalusian Government and FEDER) and funds from group BIO-267 (Andalusian Government). The "CIBER de Enfermedades Raras" is an initiative from the ISCIII (Spain). The funders had no role in the study design, data collection and analysis, decision to publish or preparation of the manuscript

    Hydroecology of Amazonian lacustrine Arcellinida (testate amoebae): A case study from Lake Quistococha, Peru

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    Organic rich sediments were obtained from seven core tops taken in Lake Quistococha, near the city of Iquitos in the Peruvian Amazon. Subsamples from 0 to 4 cm depth in each core were analyzed under dissecting light microscopy to carry out the first investigation of Arcellinida (testate lobose amoebae) from a lacustrine environment in this ecologically important region. The fauna was characterized by a low diversity, low abundance community dominated by centropyxids. This fauna is similar to ‘stressed’ assemblages reported from temperate latitudes, except that test concentrations were two orders of magnitude lower than typical in temperate lakes. Principle arcellinidan stressors in Lake Quistococha likely include the low pH 4 conditions in the lake, and a general lack of suitable minerogenic material to construct tests in the organic rich lake substrate. The low pH conditions are the result of runoff and seepage of water high in dissolved organic carbon from the adjacent similarly low pH 4 terrestrial peatland. The dearth of minerogenic material is the result of the lake being isolated from riverine input for the past ∌2000 years, even during flooding events. Other limiting factors contributing to depressed arcellinidan populations may include nutrient supply, predation pressure, competition, and post-mortem taphonomic factors

    Measurement of the B0 anti-B0 oscillation frequency using l- D*+ pairs and lepton flavor tags

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    The oscillation frequency Delta-md of B0 anti-B0 mixing is measured using the partially reconstructed semileptonic decay anti-B0 -> l- nubar D*+ X. The data sample was collected with the CDF detector at the Fermilab Tevatron collider during 1992 - 1995 by triggering on the existence of two lepton candidates in an event, and corresponds to about 110 pb-1 of pbar p collisions at sqrt(s) = 1.8 TeV. We estimate the proper decay time of the anti-B0 meson from the measured decay length and reconstructed momentum of the l- D*+ system. The charge of the lepton in the final state identifies the flavor of the anti-B0 meson at its decay. The second lepton in the event is used to infer the flavor of the anti-B0 meson at production. We measure the oscillation frequency to be Delta-md = 0.516 +/- 0.099 +0.029 -0.035 ps-1, where the first uncertainty is statistical and the second is systematic.Comment: 30 pages, 7 figures. Submitted to Physical Review
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