79 research outputs found

    Play to win: How competitive modes of play have influenced cultural practice in digital games

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    The aim of this thesis is to explore the function of emergence and spectatorship as cultural practices within the competitive arena of Blizzard's World of Warcraft (WoW). The game and its peripheral web spaces and paratexts will be subject to both qualitative and quantitative research approaches, including content analysis and autoethnography. Grounded theory content analysis was used to explore emergence in the context of player gameplay tactics (emergent play). It is argued that players who succeed in the game's competitive arena do so on the privilege of effective tactics and a thorough understanding of the game mechanics. Additional insight into the phenomenon of emergence was gained from a study of paratexts and the ways in which emergence conflicts with authorial intent. The ecology of competitive gaming is comprised not only of players but also spectators. Grounded theory content analysis and quantitative analysis were used to examine the cultural practice of spectatorship. Broadcasting platforms (Twitch.tv and YouTube) facilitate indirect player interaction with games. It is my contention that viewers utilise these broadcasts of high-end play as a form of paratext to guide their individual playstyle. Analyses suggest that the spectatorship of live and recorded emergent gameplay is directly linked to the formulation of gameplay tactics. Data also indicated tension between authorial intent and emergent practices. In some instances players worked with developers as co-authors to highlight malfunctioning gameplay mechanics (exposed via emergent play patterns). Other scenarios involved the conveyance of absolute authorial power by Blizzard. As a result of these differing relationships with players, Blizzard appear to have struggled with the implementation of a linear, single-authored experience. Although my own gameplay experiences guided the exploration of emergence and spectatorship, my expertise with the game facilitated a sophisticated mechanical analysis and allowed me to provide novel cultural insights into competitive play.

    CAVRN Syllabus, Vol. 2

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    In its second volume CAVRN explores the implications that VR and AR technologies have on politics and policymaking, identity, ethics, socialisation and community building, and the economy from a critical, interdisciplinary perspective. This volume of CAVRN presents critical perspectives of AR and VR spanning over 7 articles. While coming from different perspectives each article tackles the entanglement of social, cultural, and historical factors that influence both the use of VR and AR and its material affordances. The contributions in this volume span three main areas: 1) the production and design of AR and XR; 2) the social and material implications of dominant XR narratives; and 3) XR and identit

    Stress Responses of Neonates Related to Maternal Characteristics

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    ∙ The authors have no financial conflicts of interest. Purpose: To investigate the pre- and post-heelstick stress response patterns of infants and to identify related maternal factors. Materials and Methods: Fifty-two mothers and their 57 infants were studied. Stress response patterns in neonates were collected by measurements of pulse rate, oxygen saturation, and salivary cortisol. Maternal demographic factors and awakening saliva were collected. Results: Median level of pulse rate of infant increased from 132.1 to 140.4 beats per minute and salivary cortisol was elevated from 0.41 ”g/dL to 0.70 ”g/dL during the periods of discomfort, while oxygen saturation decreased from 97 % to 95%. Infant’s pulse rate change was negatively correlated with gestational age (GA) (r =- 0.37, p < 0.05), whereas the change of infants ’ salivary cortisol was correlated positively with maternal age (r = 0.29, p < 0.05). GA was the only independently significant predictor of pulse rate responses (R 2 = 0.15, p < 0.05). Influence of maternal age on infants ’ salivary cortisol changes (R 2 = 0.09, p < 0.05) was observed in a stepwis

    CAVRN Syllabus, Vol. 1

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    In this inaugural volume, we introduce CAVRN and set out an agenda for a Critical Augmented and Virtual Reality research Network. Through what we refer to as ‘critical AR and VR studies’, we argue there is urgent need for research that takes stock of rapid developments in the AR and VR space – accounting for the ethical, social, political, and economic implications of these technologies. This volume of CAVRN presents 16 contributions offering critical perspectives on AR and VR, encompassing diverse domains, united in their call for a deeper exploration of the complexities of virtual interaction, advocating for an approach to the critique of VR that accounts for both its material-technical affordances and its socio-cultural dimensions. The contributions in this volume cover four main areas – 1) the policy, regulatory, and legal implications of AR and VR, 2) media theoretical approaches to studying VR, 3) responses to the emerging ‘metaverse’, and 4) VR experiences and storytelling

    Learning about pain from others: an observational learning account

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    Although direct experience and verbal instruction are important sources in the development of pain-related beliefs and behaviors, accumulating evidence indicates that observation of others in pain may be equally as important. Taking a contemporary view on learning as a starting point, we discuss available evidence on observational learning in the context of pain, highlight its importance for both development and management of chronic pain problems, and discuss potential moderators of observational learning effects. We argue that the capacity to understand and appreciate the experience of another person is fundamental to observational learning, including use of this information to establish the association between pain and antecedent or consequent stimuli. A main objective of this paper is to stimulate research on the role of learning about pain from others. Several lines for further research, including clinical applications, are delineated. Perspective: Based upon a contemporary view on learning, this focus article delineates how pain-related beliefs and behaviors may be learnt by observing others. It is discussed how further research on the acquisition of pain-related beliefs/behaviors might further our understanding of pain and disability. (PsycINFO Database Record (c) 2011 APA, all rights reserved) (journal abstract

    QF2011: a protocol to study the effects of the Queensland flood on pregnant women, their pregnancies, and their children's early development

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    Maternal psychosocial consequences of twins and multiple births following assisted and natural conception: a meta-analysis

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    The aim of this meta-analysis is to provide new evidence on the effects on maternal health of multiple births due to assisted reproductive technology (ART). A bibliographic search was undertaken using PubMed, PsycINFO, CINAHL and Science Direct. Data extraction was completed using Cochrane Review recommendations, and the review was performed following PRISMA and MOOSE guidelines. Meta-analytic data were analysed using random effects models. Eight papers (2993 mothers) were included. Mothers of ART multiple births were significantly more likely to experience depression (standardized mean difference [SMD] d = 0.198, 95% CI 0.050 − 0.345, z = 2.623, P = 0.009; heterogeneity I2 = 36.47%), and stress (SMD d = 0.177, 95% CI 0.049 − 0.305, P = 0.007; heterogeneity I2 = 0.01%) than mothers of ART singletons. No difference in psychosocial distress (combined stress and depression) (SMD d = 0.371, 95% CI −0.153 − 0.895; I2 = 86.962%, P = 0.001) or depression (d = 0.152, 95% CI −0.179 − 0.483: z = 0.901; I2 = 36.918%) were found between mothers of ART and naturally conceived multiple births. In conclusion, mothers of ART multiple births were significantly more likely to have depression and stress than mothers of ART singletons, but were no different from mothers of naturally conceived multiples

    Psychological and ethical issues in third party assisted conception and surrogate motherhood

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    The continuing increase in babies born via third party assisted conception (AC) and surrogate motherhood across the world shows the success of and medical and social demand for third party interventions in family building. However, with the increasing use of such interventions world-wide, commercialisation and commodification have proliferated. This in turn has led to inequality in access to AC services, in choice of third party input, and in questionable human rights and psychosocial welfare issues. Transitioning to parenthood using third party AC and surrogate motherhood, in addition to requiring equality in access, also demand accuracy of birth and genetic information. In the absence of accurate record keeping, continuing practices of anonymity, and marginalization of the contribution of donors and surrogates, psychological, social, health and ethical questions are raised for donors, recipients and potentially for (genetic, gestational) part, half and full offspring, siblings and others in the extended family such as grandparents

    Videogame analytics, surveillance, and memory

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    There is a growing suite of commercially available analytics tools platforms use within the context of videogaming. Increasingly, these analytics tools are reliant on the capture of data pertaining to player activity—using machine learning techniques to parse these data and create subscription based “guide” services to assist players in their gameplay. This is often spruiked by marketers as a supplement to one’s gameplay and a method for improving one’s own performance. Looking at the example of DotaPlus, a recent kind of machine learning based analytics platform in the popular game Dota 2, this short essay argues that recent developments in gaming analytics might be understood as what Bernard Stiegler calls mnemotechnics—essentially technologies that shape human experience and perception in various, often commercially desirable ways. The theoretical argument I advance here is that the digital traces of player activity, captured and fed back to users in the form of DotaPlus guides, significantly alters the experience of playing Dota 2—done in a way that is economically desirable for the game’s developer.</p
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