99 research outputs found

    Hardcore classification: identifying play styles in social games using network analysis

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    In the social network of a web-based online game, all players are not equal. Through network analysis, we show that the community of players in a online social game is an example of a scale free small world network and that the growth of the player-base obeys a power law. The community is centred around a minority group of ``hardcore" players who define the social environment for the game, and without whom the social network would collapse. Methods are discussed for identifying this critically important subset of players automatically through analysing social behaviours within the game

    In search of coherence: A review of e-mail research

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    The Relationship between the UniProt Knowledgebase (UniProtKB) and the IntAct Molecular Interaction Databases

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    IntAct provides a freely available, open source database system and analysis tools for protein interaction data. All interactions are derived from literature curation or direct user submission and all experimental information relating to binary protein-protein
interactions is entered into the IntAct database by curators, via a web-based editor. Interaction information is added to the SUBUNIT comment and the RP line of the relevant publication within the UniProtKB entry. There may be a single INTERACTION comment present within a UniProtKB entry, which conveys information relevant to binary protein-protein interactions. This is automatically derived from the IntAct database and is updated on a triweekly basis. Interactions can be derived by any appropriate experimental method but must be confirmed by a second interaction if resulting from a single yeast2hybrid experiment. For large-scale experiments, interactions are considered if a high confidence score is assigned by the authors. The INTERACTION line contains a direct link to IntAct that provides detailed information for the experimental support. These lines are not changed manually and any discrepancy is reported to IntAct for updates. There is also a database crossreference line within the UniProtKB entry i.e.: DR IntAct _UniProtKB AC, which directs the user to additional interaction data for that molecule. 
UniProt is supported by grants from the National Institutes of Health, European Commission, Swiss Federal Government and PATRIC BRC.
IntAct is funded by the European Commission under FELICS, contract number 021902 (RII3) within the Research Infrastructure Action of the FP6 "Structuring the European Research Area" Programme

    Beyond the TV borders: Second screen as a tool for audience engagement

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    The growing popularity of mobile connected devices has transformed the way TV content is conceived and consumed. Interacting with these devices while watching TV is a trending behaviour that represents a challenge for the TV industry as this interaction often distracts viewers from the TV content. Consumers use the second screen to retrieve further information about narratives, characters, purchasing goods and researching on products and services advertised. In a scenario of systematic live and linear TV audience erosion and ad-skipping broadcasters, marketers and producers are continuously looking for new ways to leverage different media strategies to keep TV viewers engaged with the primary content, promoting consumers’ loyalty and generating more revenue flows. In this paper, a set of second screen cases was selected to ground a reflection on how second screen solutions may be applied to foster the viewer and consumer engagement

    What makes re-finding information difficult? A study of email re-finding

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    Re-nding information that has been seen or accessed before is a task which can be relatively straight-forward, but often it can be extremely challenging, time-consuming and frustrating. Little is known, however, about what makes one re-finding task harder or easier than another. We performed a user study to learn about the contextual factors that influence users' perception of task diculty in the context of re-finding email messages. 21 participants were issued re-nding tasks to perform on their own personal collections. The participants' responses to questions about the tasks combined with demographic data and collection statistics for the experimental population provide a rich basis to investigate the variables that can influence the perception of diculty. A logistic regression model was developed to examine the relationships be- tween variables and determine whether any factors were associated with perceived task diculty. The model reveals strong relationships between diculty and the time lapsed since a message was read, remembering when the sought-after email was sent, remembering other recipients of the email, the experience of the user and the user's ling strategy. We discuss what these findings mean for the design of re-nding interfaces and future re-finding research

    Internet Gaming Disorder: compensating as a Draenei in World of Warcraft

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    The diagnosis of Gaming Disorder (GD) has been recently proposed in the beta draft of the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO). This follows the inclusion of Internet Gaming Disorder (IGD), as a condition requiring additional research in the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association (APA). Further research has been recommended to enhance understanding of excessive gaming, especially in the context of user-avatar (in-game figure representing the gamer) relationships. The association between selecting the Draenei race, compensation of real-life deficits through gaming, and the gamer’s gender were investigated as IGD risk factors among players of the online game, World of Warcraft (WoW). A normative online sample of WoW gamers (N = 404 Mage = 25.56; 13–75; males = 299; 74%) completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and the compensation subscale of the User-Avatar Questionnaire. Regression, mediation, and moderated mediation analyses were conducted. Overall, players with higher levels of compensation exhibited greater levels of IGD symptoms. Interestingly, choosing the Draenei race was associated with increased compensatory behavior, which in turn linked to higher IGD risk. These associations were mildly stronger among females. Findings suggest that virtual demographics, such as the Draenei race, and their interplay with compensatory behaviors should be carefully considered when creating prevention and intervention policies targeting excessive gaming, especially when it involves the use of avatars

    You can be too rich: Mediated communication in a virtual world

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    Simulating Marriage

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