25 research outputs found

    "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects

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    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2967934.2968088Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.Canadian Network for Research and Innovation in Machining Technology, Natural Sciences and Engineering Research Council of Canada Social Sciences and Humanities Research Council of CanadaPeer-reviewe

    PLAY, ART AND RITUAL ON IRC (INTERNET RELAY CHAT)

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    This paper is about a form of amateur digital art on IRC, Internet Relay Chat, one of the world’s most popular online chat modes. 1 Usually, IRC participants communicate via typed words. In contrast, this group communicates in real time mainly via the display of brilliantly colored visual images created from letters and other typographic symbols on the computer keyboard. Participants gather in a channel (chat room) called #mirc_rainbow, or “rainbow ” for short. 2 While a dozen or so channels across the many IRC networks have featured this form o

    Law, bureaucracy, and language

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    Introduction: The multilingual internet

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    the world’s population now online is approaching an extraordinary one billion. Fifteen countries account for about 70 % of the total individuals online today. The United States has the largest single proportion online of any country, or 20 % of the total. This reflects not merely its relatively large population size and advanced technological infrastructure, but also the fact that the technology that makes the Internet possible was created in the 1960’s in the United States (O'Neill 1995; Hafner and Lyon 1996; Cringely 1998). According to one estimate, already by 2003 roughly two-thirds of all Internet users were non-native speakers of English (CyberAtlas, 2003). Thus, native speakers of English no longer dominate, as they did for many years. In only fou
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