97 research outputs found
Applying Psychological Theory to in-game moral behaviors through the development of a purpose-made game
A number of video games involve moral narratives or require the players to make
moral decisions. Research from psychologists has helped to understand the effects that video
game content can have on how individuals think, feel and behave. Recent research has
examined the role of morality in video games, yet there are many inconsistencies in the
findings that could be due to the use of commercial video games for research purposes, which
contain biases such as familiarity with the game and favorite characters. By developing a
bespoke game designed specifically for the purpose of exploring morality, these potential
biases can be reduced. Before designing the game, morality in existing video games is
critically analyzed, using theories from moral psychology. From this, a game was developed
to measure behavioral outcomes through which moral decisions are made; with the aim to
address biases that are inherent in commercial games. Then, the resultant game was used to
investigate how participants make moral choices in video games
(A)morally demanding game? An exploration of moral decision-making in a purpose-made video game
A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the context of the demands of video games and in-game moral decision-making models
(A)morally Demanding Game? An Exploration of Moral Decision-Making in a Purpose-Made Video Game
A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the context of the demands of video games and in-game moral decision-making models
Is it still double edged? Not for university students’ development of moral reasoning and video game play
Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with university students. One hundred and thirty-five undergraduate students (M = 20.29, SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not play, compared those who play but do not identify as gamers. It was suggested that males had higher moral scores and more mature reasoning than females. The results of a regression analysis suggested that there were no significant predictors for moral development from either game play or the demographic variables. The findings suggest that moral development could be less influenced by sex, age, and video game play factors such as video game content and amount of game play, than was previously thought for this age group
What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling.
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of loot boxes can be seen of as gambling. However, the perspectives of players are often neglected, such as whether they see them as 'fair' game elements and how closely they feel this aligns with gambling. In this paper, we synthesise a conceptualisation for loot boxes through players' actual experience and explore if there are any parallels with gambling. Twenty-one participants who played video games took part in the research through either an interview or online survey. Thematic analysis suggested that six themes were core to exploring loot boxes: Random Chance Effects, Attitudes Towards Content, Implementation, Parallels with Gambling, Game Design, and The Player. The results suggested both indirect and direct parallels with gambling from the players experiences. Implications of game design and classifying loot boxes as gambling are discussed in relation to game design and risk factors of gambling and purchasing behaviour
ÂżLegalizaciĂłn de la Marihuana recreativa en Colombia, una propuesta de ley viable?
Ensayo II Congreso Internacional COFACESEn el presente ensayo se hará referencia a la posibilidad de legalizar el comercio, la producciĂłn y el consumo del cannabis para uso recreativo en adultos en Colombia. Para lograr esto se debe hacer una modificaciĂłn a la constituciĂłn polĂtica, y rebatir todos los argumentos que se tienen sobre el consumo de está, ya que es considerada una sustancia, adictiva, nociva y que representa un problema de salud pĂşblica.RESUMEN
INTRODUCCIĂ“N
DESARROLLO
CONCLUSIONES
BIBLIOGRAFĂŤAEspecializaciĂłnEspecialista en FormulaciĂłn y EvaluaciĂłn Social y EconĂłmica de Proyecto
Transparency in persuasive technology, immersive technology, and online marketing: facilitating users’ informed decision making and practical implications
In the current age of emerging technologies and big data, transparency has become an important issue for technology users and online consumers. However, there is a lack of consensus on what constitutes transparency across domains of research, not to mention transparency guidelines for designers and marketers. In this review, we explored the question of what transparency means in current research and practices by reviewing the literature in three domains: persuasive technology, immersive technology and online marketing. Literature reviewed, including both empirical research and position articles, covered multidisciplinary areas including computer science and information technology, psychology, healthcare, human computer interaction, business and management, law and public health. In this paper, we summarized our findings through a framework of transparency and provided insights into the different aspects of transparency, categorized into ten themes (i.e., Organizational Transparency, Information Transparency, Transparency of System Design, Data Privacy and Informed Consent, Transparency of Online Advertising, Potential Risks, User Autonomy, Informed Decision Making, Information Visualization, Personalization and User-centered design) along three dimensions (i.e., Types of transparency, Impact on User and Potential Solutions). Addressing aspects of transparency will facilitate users’ autonomy and contribute to their informed decision making
Magnetoluminescence
Pulsar Wind Nebulae, Blazars, Gamma Ray Bursts and Magnetars all contain
regions where the electromagnetic energy density greatly exceeds the plasma
energy density. These sources exhibit dramatic flaring activity where the
electromagnetic energy distributed over large volumes, appears to be converted
efficiently into high energy particles and gamma-rays. We call this general
process magnetoluminescence. Global requirements on the underlying, extreme
particle acceleration processes are described and the likely importance of
relativistic beaming in enhancing the observed radiation from a flare is
emphasized. Recent research on fluid descriptions of unstable electromagnetic
configurations are summarized and progress on the associated kinetic
simulations that are needed to account for the acceleration and radiation is
discussed. Future observational, simulation and experimental opportunities are
briefly summarized.Comment: To appear in "Jets and Winds in Pulsar Wind Nebulae, Gamma-ray Bursts
and Blazars: Physics of Extreme Energy Release" of the Space Science Reviews
serie
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Results Of A Genome-wide Genetic Screen For Panic Disorder
Panic disorder is characterized by spontaneous and recurrent panic attacks, often accompanied by agoraphobia. The results of family, twin, and segregation studies suggest a genetic role in the etiology of the illness. We have genotyped up to 23 families that have a high density of panic disorder with 540 microsatellite DNA markers in a first-pass genomic screen. The thirteen best families (ELOD > 6.0 under the dominant genetic model) have been genotyped with an ordered set of markers encompassing all the autosomes, at an average marker density of 11 cM. Over 110,000 genotypes have been generated on the whole set of families, and the data have been analyzed under both a dominant and a recessive model, and with the program SIBPAIR.
No lod scores exceed 2.0 for either parametric model. Two markers give lod scores over 1.0 under the dominant model (chromosomes 1p and 20p), and four do under the recessive model (7p, 17p, 20q, and X/Y). One of these (20p) may be particularly promising. Analysis with SIBPAIR yielded P values equivalent to a lod score of 1.0 or greater (i.e., P < .016, one-sided, uncorrected for multiple tests) for 11 marker loci (2, 7p, 8p, 8q, 9p, 11q, 12q, 16p, 20p and 20q)
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