259 research outputs found

    Is a Technological Singularity near also for bots in MMOGs?

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    Using the idea of the Technological Singularity this essay offers some reflections on the possible future of bots in Massively Multiplayer Online Games (MMOGs). The paper starts by briefly introducing the notion of Technological Singularity as the advent of a super-intelligent Artificial Intelligence that could threaten human existence. Bots are computer programs that automate repetitive and time consuming activities for the Internet user. In MMOGs, bots are often used to cheat and could have nefarious effects on the gameplay. Assuming that bots are rudimentary forms of Artificial Intelligence that also pose a threat to MMOGs and their players, the paper presents some evidence-based trends of the future evolution of bots and the implications of these for Virtual Worlds research

    Learning by gaming:ANT and critical making

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    Relationships among theory, gaming, learning and socio-technical design are explored in the two contributions which compose the section. The theory in question is ANT, re-interpreted through critical making - an umbrella term for various distinctive practices that link traditional scholarship in the humanities and social sciences to forms of material engagement. Sergio Minniti describes an ongoing project called Game of ANT, which draws upon the critical making approach to design an interactive technology and a workshop experience through which scholars and students can conceptually-materially engage with ANT, hence exploring and approaching it from novel points of view. Game of ANT adopts the Latourian vision of technoscience as war and physically embodies this idea by proposing a sort of war game during which participants play the roles of human or non-human actors engaging with the competitive dynamics of socio-technical life. The commentary by Stefano De Paoli proposes new directions to develop the project, by deepening the concept of game and its value for design and learning processes.</p

    Reconsidering online reputation systems

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    Social and socioeconomic interactions and transactions often require trust. In digital spaces, the main approach to facilitating trust has effectively been to try to reduce or even remove the need for it through the implementation of reputation systems. These generate metrics based on digital data such as ratings and reviews submitted by users, interaction histories, and so on, that are intended to label individuals as more or less reliable or trustworthy in a particular interaction context. We suggest that conventional approaches to the design of such systems are rooted in a capitalist, competitive paradigm, relying on methodological individualism, and that the reputation technologies themselves thus embody and enact this paradigm in whatever space they operate in. We question whether the politics, ethics and philosophy that contribute to this paradigm align with those of some of the contexts in which reputation systems are now being used, and suggest that alternative approaches to the establishment of trust and reputation in digital spaces need to be considered for alternative contexts

    ‘Probing with the prototype’:using a prototype e-participation platform as a digital cultural probe to investigate youth engagement with the environment

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    This study describes how we used a prototype e-participation plat-form as a digital cultural probe to investigate youth motivation and engagement strategies. This is a novel way of considering digital cultural probes which can contribute to the better creation of e-participation platforms. This probe has been conducted as part of the research project STEP which aims at creating an e-participation platform to engage young European Citizens in environmental decision making. Our probe technique has given an insight into the environ-mental issues concerning young people across Europe as well as possible strat-egies for encouraging participation. How the e-participation platform can be utilised to support youth engagement through opportunities for social interac-tion and leadership is discussed. This study leads to a better understanding of how young people can co-operate with each other to provide collective intelli-gence and how this knowledge could contribute to effective e-participation of young people

    When situativity meets objectivity in peer-production of knowledge:the case of the WikiRate platform

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    PurposeThe purpose of this paper is to further the debate on Knowledge Artefacts (KAs), by presenting the design of WikiRate, a Collective Awareness platform whose goal is to support a wider public contributing to the generation of knowledge on environmental, social and governance (ESG) performance of companies.Design/methodology/approachThe material presented in the paper comes from the first-hand experience of the authors as part of the WikiRate design team. This material is reflexively discussed using concepts from the field of science and technology studies.FindingsUsing the concept of the “funnel of interest”, the authors discuss how the design of a KA like WikiRate relies on the designers’ capacity to translate general statements into particular design solutions. The authors also show how this funnelling helps understanding the interplay between situativity and objectivity in a KA. The authors show how WikiRate is a peer-production platform based on situativity, which requires a robust level of objectivity for producing reliable knowledge about the ESG performance of companies.Originality/valueThis paper furthers the debate on KAs. It presents a relevant design example and offers in the discussion a set of design and community building recommendations to practitioners

    Teaching with Twitter:reflections on practices, opportunities and problems

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    In recent times there has been an increasing wave of interest in the use of Social Media for Teaching and Learning in Higher Education. In particular, the micro-blogging platform Twitter has been experimentally used in various Universities world-wide. There are relevant publications reporting on experimentations with Twitter for reaching diverse learning goals, including better engagement, informal learning or collaboration among students. Existing research papers on the use of Twitter however focus exclusively on the positive aspects of experimentations, on what went well in the use of Twitter. In our University we run a small project on the use of Twitter with goals that are similar to those of others: fostering participation and better learning processes. In this paper we report on our project and the strategies and best practices we adopted for using Twitter for teaching. We also reflect that in our experimentation however we encountered a number of practical problems connected for example with use of technology, with the class settings and with spam. In the conclusion we offer some recommendations for Teaching and Learning with Twitter based on our personal experience

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    The engineer-criminologist and "the novelty of cybercrime":a situated genealogical study of timesharing systems

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    The Novelty of Cybercrime is a research problem in criminology where scholars are asking whether cybercrime is a wholly new form of crime compared with traditional–terrestrial crimes and whether new criminological theories are needed to understand it. Most criminological theories focus on the human rational aspects and downplay the role of non-humans in explaining what may be novel in cybercrime. This paper shows that a sociotechnical perspective can be developed for understanding the Novelty of Cybercrime using some insights from criminology. Working from the agnosticism principle of Actor-Network Theory and a situated genealogical perspective, it is possible to see that a criminological vocabulary can accommodate both the roles and relations of rational human and non-human actors. This is achieved by proposing the concept of the engineer–criminologist, developed by conducting a study of the development of information security for timesharing systems in the 1960s and 1970s. Timesharing security engineers were facing a completely new form of rule-breaking behaviour, that of unauthorised access and at the same time they were constantly using criminological concepts to shape their design of security and explain this behaviour. The concept of engineer–criminologists affords the use of criminological concepts in the sociotechnical study of the Novelty of Cybercrime

    New solutions for cybersecurity

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    Howard Shrobe, David L. Shrier and Alex Pentland (eds.)New Solutions for Cybersecurity, Cambridge MA, MIT Press, 2018, pp.49

    Writing user personas with Large Language Models: Testing phase 6 of a Thematic Analysis of semi-structured interviews

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    The goal of this paper is establishing if we can satisfactorily perform a Thematic Analysis (TA) of semi-structured interviews using a Large Language Model (more precisely GPT3.5-Turbo). Building on previous work by the author, which established an embryonal process for conducting a TA with the model, this paper will perform a further analysis and then cover the last phase of a TA (phase 6), which entails the writing up of the result. This phase was not covered by the previous work. In particular, the focus will be on using the results of a TA done with the LLM on a dataset of user interviews, for writing user personas, with the model building on the TA to produce the personas narratives. User personas are models of real users, usually built from a data analysis like interviews with a sample of users. User personas are tools often used in User Centered Design processes. The paper shows that the model can build basic user personas with an acceptable quality deriving them from themes, and that the model can serve for the generation of ideas for user personas
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