Sample records for interactive multiplayer games

  1. Structure coefficients and strategy selection in multiplayer games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2016-01-01

    Evolutionary processes based on two-player games such as the Prisoner's Dilemma or Snowdrift Game are abundant in evolutionary game theory. These processes, including those based on games with more than two strategies, have been studied extensively under the assumption that selection is weak. However, games involving more than two players have not received the same level of attention. To address this issue, and to relate two-player games to multiplayer games, we introduce a notion of reducibility for multiplayer games that captures what it means to break down a multiplayer game into a sequence of interactions with fewer players. We discuss the role of reducibility in structured populations, and we give examples of games that are irreducible in any population structure. Since the known conditions for strategy selection, otherwise known as [Formula: see text]-rules, have been established only for two-player games with multiple strategies and for multiplayer games with two strategies, we extend these rules to multiplayer games with many strategies to account for irreducible games that cannot be reduced to those simpler types of games. In particular, we show that the number of structure coefficients required for a symmetric game with [Formula: see text]-player interactions and [Formula: see text] strategies grows in [Formula: see text] like [Formula: see text]. Our results also cover a type of ecologically asymmetric game based on payoff values that are derived not only from the strategies of the players, but also from their spatial positions within the population.

  2. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  3. Using Massively Multiplayer Online Role-Playing Games for Online Learning

    ERIC Educational Resources Information Center

    Childress, Marcus D.; Braswell, Ray

    2006-01-01

    This article addresses the use of a massively multiplayer online role-playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course. The authors delineate the definition and history of massively multiplayer online games (MMOGs), and describe current uses of MMORPGs in education, including…

  4. Hack-proof Synchronization Protocol for Multi-player Online Games

    NASA Astrophysics Data System (ADS)

    Fung, Yeung Siu; Lui, John C. S.

    Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area network responsiveness. To make this possible, most modern multi-player online games use similar networking architecture that aims to hide the effects of network latency, packet loss, and high variance of delay from players. Because real-time interactivity is a crucial feature from a player's point of view, any delay perceived by a player can affect his/her performance [16]. Therefore, the game client must be able to run and accept new user commands continuously regardless of the condition of the underlying communication channel, and that it will not stop responding because of waiting for update packets from other players. To make this possible, multi-player online games typically use protocols based on "dead-reckoning" [5, 6, 9] which allows loose synchronization between players.

  5. Group-Level Analysis on Multiplayer Game Collaboration: How Do the Individuals Shape the Group Interaction?

    ERIC Educational Resources Information Center

    Bluemink, Johanna; Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna

    2010-01-01

    In this study, the aim was to examine how small-group collaboration is shaped by individuals interacting in a virtual multiplayer game. The data were collected from a design experiment in which six randomly divided groups of four university students played a voice-enhanced game lasting about 1 h. The "eScape" game was a social action adventure…

  6. Learner Interaction in a Massively Multiplayer Online Role Playing Game (MMORPG): A Sociocultural Discourse Analysis

    ERIC Educational Resources Information Center

    Peterson, Mark

    2012-01-01

    This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…

  7. Design Guidelines for Classroom Multiplayer Presential Games (CMPG)

    ERIC Educational Resources Information Center

    Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L.

    2011-01-01

    In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…

  8. A study of the dynamics of multi-player games on small networks using territorial interactions.

    PubMed

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  9. Decomposition of Multi-player Games

    NASA Astrophysics Data System (ADS)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

  10. Mutualism and evolutionary multiplayer games: revisiting the Red King.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2012-11-22

    Coevolution of two species is typically thought to favour the evolution of faster evolutionary rates helping a species keep ahead in the Red Queen race, where 'it takes all the running you can do to stay where you are'. In contrast, if species are in a mutualistic relationship, it was proposed that the Red King effect may act, where it can be beneficial to evolve slower than the mutualistic species. The Red King hypothesis proposes that the species which evolves slower can gain a larger share of the benefits. However, the interactions between the two species may involve multiple individuals. To analyse such a situation, we resort to evolutionary multiplayer games. Even in situations where evolving slower is beneficial in a two-player setting, faster evolution may be favoured in a multiplayer setting. The underlying features of multiplayer games can be crucial for the distribution of benefits. They also suggest a link between the evolution of the rate of evolution and group size.

  11. Predicting protein structures with a multiplayer online game.

    PubMed

    Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; Players, Foldit

    2010-08-05

    People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully 'crowd-sourced' through games, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.

  12. Evolutionary Games of Multiplayer Cooperation on Graphs

    PubMed Central

    Arranz, Jordi; Traulsen, Arne

    2016-01-01

    There has been much interest in studying evolutionary games in structured populations, often modeled as graphs. However, most analytical results so far have only been obtained for two-player or linear games, while the study of more complex multiplayer games has been usually tackled by computer simulations. Here we investigate evolutionary multiplayer games on graphs updated with a Moran death-Birth process. For cycles, we obtain an exact analytical condition for cooperation to be favored by natural selection, given in terms of the payoffs of the game and a set of structure coefficients. For regular graphs of degree three and larger, we estimate this condition using a combination of pair approximation and diffusion approximation. For a large class of cooperation games, our approximations suggest that graph-structured populations are stronger promoters of cooperation than populations lacking spatial structure. Computer simulations validate our analytical approximations for random regular graphs and cycles, but show systematic differences for graphs with many loops such as lattices. In particular, our simulation results show that these kinds of graphs can even lead to more stringent conditions for the evolution of cooperation than well-mixed populations. Overall, we provide evidence suggesting that the complexity arising from many-player interactions and spatial structure can be captured by pair approximation in the case of random graphs, but that it need to be handled with care for graphs with high clustering. PMID:27513946

  13. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    PubMed

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  14. Multiplayer Online Games as Educational Tools: Facing New Challenges in Learning

    ERIC Educational Resources Information Center

    Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini

    2010-01-01

    This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…

  15. Games for Training: Leveraging Commercial Off the Shelf Multiplayer Gaming Software for Infantry Squad Collective Training

    DTIC Science & Technology

    2005-09-01

    squad training, team training, dismounted training, video games , computer games, multiplayer games. 16. PRICE CODE 17. SECURITY CLASSIFICATION OF...Multiplayer - mode of play for computer and video games in which multiple people can play the same game at the same time (Wikipedia, 2005) D...that “improvements in 3-D image generation on the PC and the speed of the internet” have increased the military’s interest in the use of video games as

  16. Multiplayer Kinect Serious Games: A Review

    ERIC Educational Resources Information Center

    Alshammari, Ali; Whittinghill, David

    2015-01-01

    Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…

  17. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game.

    PubMed

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.

  18. Can Massively Multiplayer Online Gaming Environments Support Team Training?

    ERIC Educational Resources Information Center

    O'Connor, Debra L.; Menaker, Ellen S.

    2008-01-01

    Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…

  19. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game

    DTIC Science & Technology

    2013-03-05

    A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game Peter M. Landwehr March 5, 2013 CMU-ISR-13...massively multiplayer online games (MMOG) - social and cultural model embedding technologies. Additional support was provided by CASOS — the center for...SUBTITLE A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM

  20. Analysis of Context Dependence in Social Interaction Networks of a Massively Multiplayer Online Role-Playing Game

    PubMed Central

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior. PMID:22496771

  1. Elements of Collaborative Discussion and Shared Problem Solving in a Voice-Enhanced Multiplayer Game

    ERIC Educational Resources Information Center

    Bluemink, Johanna; Jarvela, Sanna

    2011-01-01

    This study focuses on investigating the nature of small-group collaborative interaction in a voice-enhanced multiplayer game called "eScape". The aim was to analyse the elements of groups' collaborative discussion and to explore the nature of the players' shared problem solving activity during the solution critical moments in the game. The data…

  2. The Acquisition of Skill and Expertise in Massively Multiplayer Online Games

    ERIC Educational Resources Information Center

    Schrader, P. G.; McCreery, Michael

    2008-01-01

    Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…

  3. The Multi-Player Performance-Enhancing Drug Game

    PubMed Central

    Haugen, Kjetil K.; Nepusz, Tamás; Petróczi, Andrea

    2013-01-01

    This paper extends classical work on economics of doping into a multi-player game setting. Apart from being among the first papers formally formulating and analysing a multi-player doping situation, we find interesting results related to different types of Nash-equilibria (NE). Based mainly on analytic results, we claim at least two different NE structures linked to the choice of prize functions. Linear prize functions provide NEs characterised by either everyone or nobody taking drugs, while non-linear prize functions lead to qualitatively different NEs with significantly more complex predictive characteristics. PMID:23691018

  4. The Effectiveness Evaluation among Different Player-Matching Mechanisms in a Multi-Player Quiz Game

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2016-01-01

    This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…

  5. Social interactions in massively multiplayer online role-playing gamers.

    PubMed

    Cole, Helena; Griffiths, Mark D

    2007-08-01

    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

  6. Game Mastering in Collaborative Serious Games: A Novel Approach for Instructor Support in Multiplayer Serious Games

    ERIC Educational Resources Information Center

    Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf

    2015-01-01

    In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…

  7. From MMORPG to a Classroom Multiplayer Presential Role Playing Game

    ERIC Educational Resources Information Center

    Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco

    2010-01-01

    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…

  8. Physiological Responses During Multiplay Exergaming in Young Adult Males are Game-Dependent

    PubMed Central

    McGuire, Stephen; Willems, Mark ET

    2015-01-01

    Regular moderate-intensity exercise provides health benefits. The aim of this study was to examine whether the selected exercise intensity and physiological responses during exergaming in a single and multiplayer mode in the same physical space were game-dependent. Ten males (mean ±SD, age: 23 ±5 years, body mass: 84.2 ±15.6 kg, body height: 180 ±7 cm, body mass index: 26.0 ±4.0 kg·m−2) played the games Kinect football, boxing and track & field (3 × ∼10 min, ∼ 2 min rest periods) in similar time sequence in two sessions. Physiological responses were measured with the portable Cosmed K4b2 pulmonary gas exchange system. Single play demands were used to match with a competitive opponent in a multiplay mode. A within-subjects crossover design was used with one-way ANOVA and a post-hoc t-test for analysis (p<0.05). Minute ventilation, oxygen uptake and the heart rate were at least 18% higher during a multiplayer mode for Kinect football and boxing but not for track & field. Energy expenditure was 21% higher during multiplay football. Single play track & field had higher metabolic equivalent than single play football (5.7 ±1.6, range: 3.2–8.6 vs 4.1 ±1.0, range: 3.0–6.1, p<0.05). Exergaming in a multiplayer mode can provide higher physiological demands but the effects are game-dependent. It seems that exergaming with low intensity in a multiplayer mode may provide a greater physical challenge for participants than in a single play mode but may not consistently provide sufficient intensity to acquire health benefits when played regularly as part of a programme to promote and maintain health in young adults. PMID:26240669

  9. Social Interactions in Online Gaming

    ERIC Educational Resources Information Center

    Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren

    2011-01-01

    This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…

  10. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  11. Bipartite graphs as models of population structures in evolutionary multiplayer games.

    PubMed

    Peña, Jorge; Rochat, Yannick

    2012-01-01

    By combining evolutionary game theory and graph theory, "games on graphs" study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner's dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner's dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods) can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures.

  12. Bipartite Graphs as Models of Population Structures in Evolutionary Multiplayer Games

    PubMed Central

    Peña, Jorge; Rochat, Yannick

    2012-01-01

    By combining evolutionary game theory and graph theory, “games on graphs” study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner’s dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner’s dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods) can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures. PMID:22970237

  13. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    ERIC Educational Resources Information Center

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  14. Excessive Use of Massively Multi-Player Online Role-Playing Games: A Pilot Study

    ERIC Educational Resources Information Center

    Hussain, Zaheer; Griffiths, Mark D.

    2009-01-01

    Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…

  15. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    ERIC Educational Resources Information Center

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  16. RTS and RPGs: New Literacies and Multiplayer Computer Games.

    ERIC Educational Resources Information Center

    Beavis, Catherine

    The new social studies of childhood point to the need for studies which explore young people's uses of technology. Multiplayer computer games provide an important site for exploring the role of new technologies in young people's lives, in particular in relation to issues of representation, identity, and community, and to the changing nature of…

  17. Playing in parallel: the effects of multiplayer modes in active video game on motivation and physical exertion.

    PubMed

    Peng, Wei; Crouse, Julia

    2013-06-01

    Although multiplayer modes are common among contemporary video games, the bulk of game research focuses on the single-player mode. To fill the gap in the literature, the current study investigated the effects of different multiplayer modes on enjoyment, future play motivation, and the actual physical activity intensity in an active video game. One hundred sixty-two participants participated in a one-factor between-subject laboratory experiment with three conditions: (a) single player: play against self pretest score; (b) cooperation with another player in the same physical space; (c) parallel competition with another player in separated physical spaces. We found that parallel competition in separate physical spaces was the optimal mode, since it resulted in both high enjoyment and future play motivation and high physical intensity. Implications for future research on multiplayer mode and play space as well as active video game-based physical activity interventions are discussed.

  18. Multiplayer games and HIV transmission via casual encounters.

    PubMed

    Tully, Stephen; Cojocaru, Monica-Gabriela; Bauch, Chris T

    2017-04-01

    Population transmission models have been helpful in studying the spread of HIV. They assess changes made at the population level for different intervention strategies. To further understand how individual changes affect the population as a whole, game-theoretical models are used to quantify the decision-making process. Investigating multiplayer nonlinear games that model HIV transmission represents a unique approach in epidemiological research. We present here 2-player and multiplayer noncooperative games where players are defined by HIV status and age and may engage in casual (sexual) encounters. The games are modelled as generalized Nash games with shared constraints, which is completely novel in the context of our applied problem. Each player's HIV status is known to potential partners, and players have personal preferences ranked via utility values of unprotected and protected sex outcomes. We model a player's strategy as their probability of being engaged in a casual unprotected sex encounter (USE), which may lead to HIV transmission; however, we do not incorporate a transmission model here. We study the sensitivity of Nash strategies with respect to varying preference rankings, and the impact of a prophylactic vaccine introduced in players of youngest age groups. We also study the effect of these changes on the overall increase in infection level, as well as the effects that a potential prophylactic treatment may have on age-stratified groups of players. We conclude that the biggest impacts on increasing the infection levels in the overall population are given by the variation in the utilities assigned to individuals for unprotected sex with others of opposite HIV status, while the introduction of a prophylactic vaccine in youngest age group (15-20 yr olds) slows down the increase in HIV infection.

  19. The Use of Massive Multiplayer Online Games to Evaluate C4I Systems

    DTIC Science & Technology

    2004-03-01

    popularity in the gaming industry , the public and the Department of Defense. Improvements to computer technology and the increased data transfer rate...Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry , the public and the Department of Defense. Improvements to...have gained in popularity in the gaming industry , the public and the Department of Defense. These networked virtual environments are “a software

  20. Massively Multiplayer Online Games (MMOs) in the New Media Classroom

    ERIC Educational Resources Information Center

    Delwiche, Aaron

    2006-01-01

    Recent research demonstrates that videogames enhance literacy, attention, reaction time, and higher-level thinking. Several scholars have suggested that massively multiplayer online games (MMOs) such as "Everquest" and "Second Life" have educational potential, but we have little data about what happens when such tools are introduced in the…

  1. Ordering structured populations in multiplayer cooperation games

    PubMed Central

    Peña, Jorge; Wu, Bin; Traulsen, Arne

    2016-01-01

    Spatial structure greatly affects the evolution of cooperation. While in two-player games the condition for cooperation to evolve depends on a single structure coefficient, in multiplayer games the condition might depend on several structure coefficients, making it difficult to compare different population structures. We propose a solution to this issue by introducing two simple ways of ordering population structures: the containment order and the volume order. If population structure is greater than population structure in the containment or the volume order, then can be considered a stronger promoter of cooperation. We provide conditions for establishing the containment order, give general results on the volume order, and illustrate our theory by comparing different models of spatial games and associated update rules. Our results hold for a large class of population structures and can be easily applied to specific cases once the structure coefficients have been calculated or estimated. PMID:26819335

  2. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    PubMed

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  3. "Elven Elder LVL59 LFP/RB. Please PM Me": Immersion, Collaborative Tasks and Problem-Solving in Massively Multiplayer Online Games

    ERIC Educational Resources Information Center

    Voulgari, Iro; Komis, Vassilis

    2010-01-01

    Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…

  4. Learning Strategies and Learner Attitudes in the Massively Multiplayer Online Role-Playing Game Cube World

    ERIC Educational Resources Information Center

    Goh, Shu Li

    2016-01-01

    The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…

  5. Entrapment and near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Karlsen, Faltin

    2011-01-01

    While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…

  6. Massively Multiplayer Online Video Gaming as Participation in a Discourse

    ERIC Educational Resources Information Center

    Steinkuehler, Constance A.

    2006-01-01

    This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the…

  7. When playing together feels different: effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts.

    PubMed

    Lim, Sohye; Lee, Jong-Eun Roselyn

    2009-02-01

    This study examines how task types (violent vs. nonviolent) and social contexts (solo vs. collaborative) affect physiological arousal in multiplayer online gaming. Our results show that social contexts modify the effects of violent game tasks on arousal. When compared with solo play, collaborative play led to a significant decrease in arousal in response to violent tasks, while leading to a slight increase for nonviolent tasks. The findings point to the importance of understanding how social contexts of game playing shape psychological experiences in multiplayer online games.

  8. Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform

    ERIC Educational Resources Information Center

    Wu, Min Lun; Richards, Kari; Saw, Guan Kung

    2014-01-01

    A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…

  9. Zoning Issues and Area of Interest Management in Massively Multiplayer Online Games

    NASA Astrophysics Data System (ADS)

    Ahmed, Dewan Tanvir; Shirmohammadi, Shervin

    Game is a way of entertainment, a means for excitement, fun and socialization. Online games have achieved popularity due to increasing broadband adoption among consumers. Relatively cheap bandwidth Internet connections allow large number of players to play together. Since the introduction of Network Virtual Environment (NVE) in 1980s for military simulation, many interesting applications have been evolved over the past few decades. Massively multiplayer online (role-playing) game, MMOG or MMORPG, is a new genre of online games that has emerged with the introduction of Ultima since 1997. It is a kind of online computer game with the participation of hundreds of thousands of players in a virtual world.

  10. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    PubMed

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  11. Altruism in multiplayer snowdrift games with threshold and punishment

    NASA Astrophysics Data System (ADS)

    Zhang, Chunyan; Liu, Zhongxin; Sun, Qinglin; Chen, Zengqiang

    2015-09-01

    The puzzle of cooperation attracts broader concerns of the scientific community nowadays. Here we adopt an extra mechanism of punishment in the framework of a threshold multiple-player snowdrift game employed as the scenario for the cooperation problem. Two scenarios are considered: defectors will suffer punishment regardless of the game results, and defectors will incur punishment only when the game fails. We show by analysis that given this assumption, punishing free riders can significantly influence the evolution outcomes, and the results are driven by the specific components of the punishing rule. Particularly, punishing defectors always, not only when the game fails, can be more effective for maintaining public cooperation in multi-player systems. Intriguingly larger thresholds of the game provide a more favorable scenario for the coexistence of the cooperators and defectors under a broad value range of parameters. Further, cooperators are best supported by the large punishment on defectors, and then dominate and stabilize in the population, under the premise that defectors always incur punishment regardless of whether the game ends successfully or not.

  12. The Use of Massively Multiplayer Online Role-Playing Games in CALL: An Analysis of Research

    ERIC Educational Resources Information Center

    Peterson, Mark

    2016-01-01

    Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…

  13. Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls

    NASA Astrophysics Data System (ADS)

    Ducheneaut, Nicolas

    The digital nature of online games makes them particularly amenable to large-scale, automated data collection and analysis; so researchers have begun to use them as living laboratories to test or refine the existing theories of human behavior. On the basis of several years of intensive data collection in several massively multiplayer online games, this chapter addresses three problems concerning validity and generalizability that must be taken into account. First, each game has a set of laws that steer player behavior, thereby introducing confounding factors that have to be taken into account by the researcher. Second, games attract skewed samples of players, and players may adopt transformed personalities inside the game world, which puts into question the validity of extending findings from observations in the digital realm into the physical one. Third, the lack of a clear boundary defining the "game space," illustrated by the many websites and forums for popular games, raises the question of whether online games themselves capture the totality of the user's experience. The problematic mapping between "real-world" behaviors and those in online games presents research opportunities as well as pitfalls that need to be avoided.

  14. Player guild dynamics and evolution in massively multiplayer online games.

    PubMed

    Chen, Chien-Hsun; Sun, Chuen-Tsai; Hsieh, Jilung

    2008-06-01

    In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game player activities, we used this feature to observe and investigate how players join and leave guilds. Data were analyzed for the purpose of identifying factors that propel game-world guild dynamics and evolution. After collecting data for 641,805 avatars on 62 Taiwanese World of Warcraft game servers between February 10 and April 10, 2006, we created five guild type categories (small, large, elite, newbie, and unstable) that have different meanings in terms of in-game group dynamics. By viewing players as the most important resource affecting guild life cycles, it is possible to analyze game worlds as ecosystems consisting of evolving guilds and to study how guild life cycles reflect game world characteristics.

  15. A Quantitative Content Analysis of Leveled Vocabulary Embedded within Massively Multiplayer Online Role-Playing Games (MMORPGs)

    ERIC Educational Resources Information Center

    Haas, Leslie

    2012-01-01

    This content analysis examined levels of vocabulary within massively multiplayer online role-playing games (MMORPGs). A total of six MMORPGs were studied; three were pay-to-play (P2P), and three were free-to-play (F2P). Sixty hours of game play (10 hours per game) provided the researcher with 50,240 embedded vocabulary words. Each MMORPG was…

  16. Social Interactions and Games

    ERIC Educational Resources Information Center

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  17. The design of multiplayer online video game systems

    NASA Astrophysics Data System (ADS)

    Hsu, Chia-chun A.; Ling, Jim; Li, Qing; Kuo, C.-C. J.

    2003-11-01

    The distributed Multiplayer Online Game (MOG) system is complex since it involves technologies in computer graphics, multimedia, artificial intelligence, computer networking, embedded systems, etc. Due to the large scope of this problem, the design of MOG systems has not yet been widely addressed in the literatures. In this paper, we review and analyze the current MOG system architecture followed by evaluation. Furthermore, we propose a clustered-server architecture to provide a scalable solution together with the region oriented allocation strategy. Two key issues, i.e. interesting management and synchronization, are discussed in depth. Some preliminary ideas to deal with the identified problems are described.

  18. A Taxonomy of Vocabulary Learning Strategies Used in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Bytheway, Julie

    2015-01-01

    Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…

  19. Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

    NASA Astrophysics Data System (ADS)

    Jiang, Zhi-Qiang; Zhou, Wei-Xing; Tan, Qun-Zhao

    2009-11-01

    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.

  20. Massively Multiplayer Online Games as a Sandbox for Leadership: The Relationship between in and out of Game Leadership Behaviors

    ERIC Educational Resources Information Center

    Mendoza, Sean Henry Veloria

    2014-01-01

    Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create…

  1. First Responder Weapons of Mass Destruction Training Using Massively Multiplayer On-Line Gaming

    DTIC Science & Technology

    2004-06-01

    Training Using Massively Multiplayer On-Line Gaming 6. AUTHOR(S) Thomas J. Richardson 5. FUNDING NUMBERS 7. PERFORMING ORGANIZATION NAME(S) AND...ADDRESS(ES) Naval Postgraduate School Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING /MONITORING AGENCY NAME...37 1. Transitioning from Hierarchical to Networked Control................37 2. Compliance with Government Performance and Results Act

  2. Learning Outcomes and Processes in Massively Multiplayer Online Games: Exploring the Perceptions of Players

    ERIC Educational Resources Information Center

    Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G.

    2014-01-01

    Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…

  3. The Influence of Game Design on the Collaborative Problem Solving Process: A Cross-Case Study of Multi-Player Collaborative Gameplay Analysis

    ERIC Educational Resources Information Center

    Yildirim, Nilay

    2013-01-01

    This cross-case study examines the relationships between game design attributes and collaborative problem solving process in the context of multi-player video games. The following game design attributes: sensory stimuli elements, level of challenge, and presentation of game goals and rules were examined to determine their influence on game…

  4. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games.

    PubMed

    Fuster, Héctor; Chamarro, Andrés; Carbonell, Xavier; Vallerand, Robert J

    2014-05-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.

  5. Openlobby: an open game server for lobby and matchmaking

    NASA Astrophysics Data System (ADS)

    Zamzami, E. M.; Tarigan, J. T.; Jaya, I.; Hardi, S. M.

    2018-03-01

    Online Multiplayer is one of the most essential feature in modern games. However, while developing a multiplayer feature can be done with a simple computer networking programming, creating a balanced multiplayer session requires more player management components such as game lobby and matchmaking system. Our objective is to develop OpenLobby, a server that available to be used by other developers to support their multiplayer application. The proposed system acts as a lobby and matchmaker where queueing players will be matched to other player according to a certain criteria defined by developer. The solution provides an application programing interface that can be used by developer to interact with the server. For testing purpose, we developed a game that uses the server as their multiplayer server.

  6. Evolutionary performance of zero-determinant strategies in multiplayer games.

    PubMed

    Hilbe, Christian; Wu, Bin; Traulsen, Arne; Nowak, Martin A

    2015-06-07

    Repetition is one of the key mechanisms to maintain cooperation. In long-term relationships, in which individuals can react to their peers׳ past actions, evolution can promote cooperative strategies that would not be stable in one-shot encounters. The iterated prisoner׳s dilemma illustrates the power of repetition. Many of the key strategies for this game, such as ALLD, ALLC, Tit-for-Tat, or generous Tit-for-Tat, share a common property: players using these strategies enforce a linear relationship between their own payoff and their co-player׳s payoff. Such strategies have been termed zero-determinant (ZD). Recently, it was shown that ZD strategies also exist for multiplayer social dilemmas, and here we explore their evolutionary performance. For small group sizes, ZD strategies play a similar role as for the repeated prisoner׳s dilemma: extortionate ZD strategies are critical for the emergence of cooperation, whereas generous ZD strategies are important to maintain cooperation. In large groups, however, generous strategies tend to become unstable and selfish behaviors gain the upper hand. Our results suggest that repeated interactions alone are not sufficient to maintain large-scale cooperation. Instead, large groups require further mechanisms to sustain cooperation, such as the formation of alliances or institutions, or additional pairwise interactions between group members. Copyright © 2015 The Authors. Published by Elsevier Ltd.. All rights reserved.

  7. Learning to cooperate without awareness in multiplayer minimal social situations.

    PubMed

    Colman, Andrew M; Pulford, Briony D; Omtzigt, David; al-Nowaihi, Ali

    2010-11-01

    Experimental and Monte Carlo methods were used to test theoretical predictions about adaptive learning of cooperative responses without awareness in minimal social situations-games in which the payoffs to players depend not on their own actions but exclusively on the actions of other group members. In Experiment 1, learning occurred slowly over 200 rounds in a dyadic minimal social situation but not in multiplayer groups. In Experiments 2-4, learning occurred rarely in multiplayer groups, even when players were informed that they were interacting strategically and were allowed to communicate with one another but were not aware of the game's payoff structure. Monte Carlo simulation suggested that players approach minimal social situations using a noisy version of the win-stay, lose-shift decision rule, deviating from the deterministic rule less frequently after rewarding than unrewarding rounds. Copyright 2010 Elsevier Inc. All rights reserved.

  8. Promotion of cooperation induced by discriminators in the spatial multi-player donor-recipient game

    NASA Astrophysics Data System (ADS)

    Cui, Guang-Hai; Wang, Zhen; Ren, Jian-Kang; Lu, Kun; Li, Ming-Chu

    2016-11-01

    Although the two-player donor-recipient game has been used extensively in studying cooperation in social dilemmas, the scenario in which a donor can simultaneously donate resources to multiple recipients is also common in human societies, economic systems, and social networks. This paper formulates a model of the multi-player donor-recipient game considering a multi-recipient scenario. The promotion of cooperation is also studied by introducing a discriminative cooperation strategy into the game, which donates resources to recipients in proportion to their previous donations with a cost for the collection of information. The evolutionary dynamics of individual strategies are explored in homogeneous and heterogeneous scenarios by leveraging spatial evolutionary game theory. The results show that in a homogeneous scenario, defectors can dominate the network at the equilibrium state only when the cost-to-benefit ratio (R) of donated resources is large. In a heterogeneous scenario, three strategies can coexist all the time within the range of R that was studied, and the promotion of cooperation is more effective when the values of R are smaller. Results from a single node evolution and the formation of local patterns of interaction are provided, and it is analytically shown that discriminators can maintain fairness in resource donation and guarantee long-term cooperation when R is not too large.

  9. How successful are mutants in multiplayer games with fluctuating environments? Sojourn times, fixation and optimal switching

    PubMed Central

    Galla, Tobias

    2018-01-01

    Using a stochastic model, we investigate the probability of fixation, and the average time taken to achieve fixation, of a mutant in a population of wild-types. We do this in a context where the environment in which the competition takes place is subject to stochastic change. Our model takes into account interactions which can involve multiple participants. That is, the participants take part in multiplayer games. We find that under certain circumstances, there are environmental switching dynamics which minimize the time that it takes for the mutants to fixate. To analyse the dynamics more closely, we develop a method by which to calculate the sojourn times for general birth–death processes in fluctuating environments. PMID:29657810

  10. How successful are mutants in multiplayer games with fluctuating environments? Sojourn times, fixation and optimal switching

    NASA Astrophysics Data System (ADS)

    Baron, Joseph W.; Galla, Tobias

    2018-03-01

    Using a stochastic model, we investigate the probability of fixation, and the average time taken to achieve fixation, of a mutant in a population of wild-types. We do this in a context where the environment in which the competition takes place is subject to stochastic change. Our model takes into account interactions which can involve multiple participants. That is, the participants take part in multiplayer games. We find that under certain circumstances, there are environmental switching dynamics which minimize the time that it takes for the mutants to fixate. To analyse the dynamics more closely, we develop a method by which to calculate the sojourn times for general birth-death processes in fluctuating environments.

  11. Aorta: a management layer for mobile peer-to-peer massive multiplayer games

    NASA Astrophysics Data System (ADS)

    Edlich, Stefan; Hoerning, Henrik; Brunnert, Andreas; Hoerning, Reidar

    2005-03-01

    The development of massive multiplayer games (MMPGs) for personal computers is based on a wide range of frameworks and technologies. In contrast, MMPG development for cell phones lacks the availability of framework support. We present Aorta as a multi-purpose lightweight MIDP 2.0 framework to support the transparent and equal API usage of peer-to-peer communication via http, IP and Bluetooth. Special experiments, such as load-tests on Nokia 6600s, have been carried out with Bluetooth support in using a server-as-client architecture to create ad-hoc networks by using piconet functionalities. Additionally, scatternet functionalities, which will be supported in upcoming devices, have been tested in a simulated environment on more than 12 cell phones. The core of the Aorta framework is the Etherlobby, which manages connections, peers, the game lobby, game policies and much more. The framework itself was developed to enable the fast development of mobile games, regardless of the distance between users, which might be within the schoolyard or much further away. The earliest market-ready application shown here is a multimedia game for cell phones utilizing all of the frameworks features. This game, called Micromonster, acts as platform for developer tests, as well as providing valuable information about interface usability and user acceptance.

  12. Aspiration dynamics of multi-player games in finite populations

    PubMed Central

    Du, Jinming; Wu, Bin; Altrock, Philipp M.; Wang, Long

    2014-01-01

    On studying strategy update rules in the framework of evolutionary game theory, one can differentiate between imitation processes and aspiration-driven dynamics. In the former case, individuals imitate the strategy of a more successful peer. In the latter case, individuals adjust their strategies based on a comparison of their pay-offs from the evolutionary game to a value they aspire, called the level of aspiration. Unlike imitation processes of pairwise comparison, aspiration-driven updates do not require additional information about the strategic environment and can thus be interpreted as being more spontaneous. Recent work has mainly focused on understanding how aspiration dynamics alter the evolutionary outcome in structured populations. However, the baseline case for understanding strategy selection is the well-mixed population case, which is still lacking sufficient understanding. We explore how aspiration-driven strategy-update dynamics under imperfect rationality influence the average abundance of a strategy in multi-player evolutionary games with two strategies. We analytically derive a condition under which a strategy is more abundant than the other in the weak selection limiting case. This approach has a long-standing history in evolutionary games and is mostly applied for its mathematical approachability. Hence, we also explore strong selection numerically, which shows that our weak selection condition is a robust predictor of the average abundance of a strategy. The condition turns out to differ from that of a wide class of imitation dynamics, as long as the game is not dyadic. Therefore, a strategy favoured under imitation dynamics can be disfavoured under aspiration dynamics. This does not require any population structure, and thus highlights the intrinsic difference between imitation and aspiration dynamics. PMID:24598208

  13. Aspiration dynamics of multi-player games in finite populations.

    PubMed

    Du, Jinming; Wu, Bin; Altrock, Philipp M; Wang, Long

    2014-05-06

    On studying strategy update rules in the framework of evolutionary game theory, one can differentiate between imitation processes and aspiration-driven dynamics. In the former case, individuals imitate the strategy of a more successful peer. In the latter case, individuals adjust their strategies based on a comparison of their pay-offs from the evolutionary game to a value they aspire, called the level of aspiration. Unlike imitation processes of pairwise comparison, aspiration-driven updates do not require additional information about the strategic environment and can thus be interpreted as being more spontaneous. Recent work has mainly focused on understanding how aspiration dynamics alter the evolutionary outcome in structured populations. However, the baseline case for understanding strategy selection is the well-mixed population case, which is still lacking sufficient understanding. We explore how aspiration-driven strategy-update dynamics under imperfect rationality influence the average abundance of a strategy in multi-player evolutionary games with two strategies. We analytically derive a condition under which a strategy is more abundant than the other in the weak selection limiting case. This approach has a long-standing history in evolutionary games and is mostly applied for its mathematical approachability. Hence, we also explore strong selection numerically, which shows that our weak selection condition is a robust predictor of the average abundance of a strategy. The condition turns out to differ from that of a wide class of imitation dynamics, as long as the game is not dyadic. Therefore, a strategy favoured under imitation dynamics can be disfavoured under aspiration dynamics. This does not require any population structure, and thus highlights the intrinsic difference between imitation and aspiration dynamics.

  14. PISA — Pooling Information from Several Agents: Multiplayer Argumentation from Experience

    NASA Astrophysics Data System (ADS)

    Wardeh, Maya; Bench-Capon, Trevor; Coenen, Frans

    In this paper a framework, PISA (Pooling Information from Several Agents), to facilitate multiplayer (three or more protagonists), "argumentation from experience" is described. Multiplayer argumentation is a form of dialogue game involving three or more players. The PISA framework is founded on a two player argumentation framework, PADUA (Protocol for Argumentation Dialogue Using Association Rules), also developed by the authors. One of the main advantages of both PISA and PADUA is that they avoid the resource intensive need to predefine a knowledge base, instead data mining techniques are used to facilitate the provision of "just in time" information. Many of the issues associated with multiplayer dialogue games do not present a significant challenge in the two player game. The main original contributions of this paper are the mechanisms whereby the PISA framework addresses these challenges.

  15. [The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

    PubMed

    Jin, Kato; Igarashi, Tasuku

    2016-04-01

    Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

  16. Evolutionary games in the multiverse.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  17. Evolutionary games in the multiverse

    PubMed Central

    Gokhale, Chaitanya S.; Traulsen, Arne

    2010-01-01

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts. PMID:20212124

  18. Stochastic stability in three-player games.

    PubMed

    Kamiński, Dominik; Miekisz, Jacek; Zaborowski, Marcin

    2005-11-01

    Animal behavior and evolution can often be described by game-theoretic models. Although in many situations the number of players is very large, their strategic interactions are usually decomposed into a sum of two-player games. Only recently were evolutionarily stable strategies defined for multi-player games and their properties analyzed [Broom, M., Cannings, C., Vickers, G.T., 1997. Multi-player matrix games. Bull. Math. Biol. 59, 931-952]. Here we study the long-run behavior of stochastic dynamics of populations of randomly matched individuals playing symmetric three-player games. We analyze the stochastic stability of equilibria in games with multiple evolutionarily stable strategies. We also show that, in some games, a population may not evolve in the long run to an evolutionarily stable equilibrium.

  19. Navigating the feminine in massively multiplayer online games: gender in World of Warcraft.

    PubMed

    Brehm, Audrey L

    2013-01-01

    The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft. Through the use of an online survey which includes both multiple choice questions and open-ended questions, the research discusses the major themes and findings expressed by the World of Warcraft forum users (N = 294). The descriptive statistical findings presented are derived from the multiple choice questions. Within the sample, the results reveal that sexism is a contentious topic in the World of Warcraft community. 63.6% (n = 75) of female respondents reported experiencing sexism within the game. 27.5% (n = 44) of male respondents and 45.3% (n = 53) of female respondents believe that sexism is a problem in the game. Overall, 64.4% (n = 183) of the respondents reported sexism as a non-issue in the game. Themes surrounding the topic of sexism experienced within the game are presented based on frequency of homogenous responses. Based on the multiple choice questions and the open-ended questions, the research argues that sexism and gendered play in gaming should be studied more closely, as the results reveal that many MMO players are affected negatively by it.

  20. Navigating the feminine in massively multiplayer online games: gender in World of Warcraft

    PubMed Central

    Brehm, Audrey L.

    2013-01-01

    The objective of the study is to present and discuss attitudes, perceptions and opinions about sexism and gendered play in the massively multiplayer online roleplaying game (MMO), World of Warcraft. Through the use of an online survey which includes both multiple choice questions and open-ended questions, the research discusses the major themes and findings expressed by the World of Warcraft forum users (N = 294). The descriptive statistical findings presented are derived from the multiple choice questions. Within the sample, the results reveal that sexism is a contentious topic in the World of Warcraft community. 63.6% (n = 75) of female respondents reported experiencing sexism within the game. 27.5% (n = 44) of male respondents and 45.3% (n = 53) of female respondents believe that sexism is a problem in the game. Overall, 64.4% (n = 183) of the respondents reported sexism as a non-issue in the game. Themes surrounding the topic of sexism experienced within the game are presented based on frequency of homogenous responses. Based on the multiple choice questions and the open-ended questions, the research argues that sexism and gendered play in gaming should be studied more closely, as the results reveal that many MMO players are affected negatively by it. PMID:24363650

  1. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    PubMed

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

  2. An Exploration of Friendships and Socialization for Adolescents with Autism Engaged in Massively Multiplayer Online Role-Playing Games (MMORPG)

    ERIC Educational Resources Information Center

    Gallup, Jennifer; Duff, Christine; Serianni, Barbara; Gallup, Adam

    2016-01-01

    A phenomenological study was conducted to investigate the social experiences and perceptions of friendship among three adolescents with an Autism Spectrum Disorder (ASD) engaged in online videogame play in the context of a massively multiplayer online role-playing game (MMORPG). Semi-structured interviews with three participants, diagnosed with…

  3. Learning in a Massively Multiplayer Online Role Playing Game: The Development of Government Leadership Competencies and Performance Elements

    ERIC Educational Resources Information Center

    Brown, Tammy

    2011-01-01

    The increase of technological capabilities has opened the door to innovations that help people learn. One popular form of training over the past 10 years has been in Serious Game--simulations used for training rather than entertainment. The purpose of the study was to determine whether participants who played a massively multiplayer online role…

  4. Analysis of the expected density of internal equilibria in random evolutionary multi-player multi-strategy games.

    PubMed

    Duong, Manh Hong; Han, The Anh

    2016-12-01

    In this paper, we study the distribution and behaviour of internal equilibria in a d-player n-strategy random evolutionary game where the game payoff matrix is generated from normal distributions. The study of this paper reveals and exploits interesting connections between evolutionary game theory and random polynomial theory. The main contributions of the paper are some qualitative and quantitative results on the expected density, [Formula: see text], and the expected number, E(n, d), of (stable) internal equilibria. Firstly, we show that in multi-player two-strategy games, they behave asymptotically as [Formula: see text] as d is sufficiently large. Secondly, we prove that they are monotone functions of d. We also make a conjecture for games with more than two strategies. Thirdly, we provide numerical simulations for our analytical results and to support the conjecture. As consequences of our analysis, some qualitative and quantitative results on the distribution of zeros of a random Bernstein polynomial are also obtained.

  5. Innovating Naval Business Using a War Game

    DTIC Science & Technology

    2013-04-01

    OSA. The Massive Multiplayer Operational War Game Leveraging the Internet (MMOWGLI) game was used as a crowd-sourcing tool to elicit the collective... Multiplayer Operational War Game Leveraging the Internet (MMOWGLI) game was used as a crowd-sourcing tool to elicit the collective intelligence of...problem. The DASN RDT&E selected the Massive Multiplayer Operational War Game Leveraging the Internet (MMOWGLI) as the mechanism to bring innovative

  6. Understanding Interpersonal Function in Psychiatric Illness Through Multiplayer Economic Games

    PubMed Central

    2014-01-01

    Interpersonal factors play significant roles in the onset, maintenance, and remission of psychiatric conditions. In the current major diagnostic classification systems for psychiatric disorders, some conditions are defined by the presence of impairments in social interaction or maintaining interpersonal relationships; these include autism, social phobia, and the personality disorders. Other psychopathologies confer significant difficulties in the social domain, including major depression, posttraumatic stress disorder, and psychotic disorders. Still other mental health conditions, including substance abuse and eating disorders, seem to be exacerbated or triggered in part by the influence of social peers. For each of these and other psychiatric conditions, the extent and quality of social support is a strong determinant of outcome such that high social support predicts symptom improvement and remission. Despite the central role of interpersonal factors in psychiatric illness, the neurobiology of social impairments remains largely unexplored, in part due to difficulties eliciting and quantifying interpersonal processes in a parametric manner. Recent advances in functional neuroimaging, combined with multiplayer exchange games drawn from behavioral economics, and computational/quantitative approaches more generally, provide a fitting paradigm within which to study interpersonal function and dysfunction in psychiatric conditions. In this review, we outline the importance of interpersonal factors in psychiatric illness and discuss ways in which neuroeconomics provides a tractable framework within which to examine the neurobiology of social dysfunction. PMID:22579510

  7. A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

    ERIC Educational Resources Information Center

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2012-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…

  8. Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers.

    PubMed

    Li, Dongdong; Liau, Albert; Khoo, Angeline

    2011-09-01

    This study examined whether actual-ideal self-discrepancy (AISD) is related to pathological gaming through escapism as a means of reducing depression for adolescent massively multiplayer online gamers. A Discrepancy-reduction Motivation model of pathological video gaming was tested. A survey was conducted on 161 adolescent gamers from secondary schools. Two mediation effects were tested using path analysis: (a) depression would mediate the relationship between AISDs and escapism, and (b) escapism would mediate the relationship between depression and pathological gaming. Results support the hypotheses stated above. The indirect effects of both AISD and depression were significant on pathological gaming. AISD and escapism also had direct effects on pathological gaming. The present study suggests that pathological behaviors may be over-regulated coping strategies of approaching the ideal self and avoiding the actual self.

  9. Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

    PubMed

    Ybarra, Michele L; Boyd, Danah

    2015-02-01

    To examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs). Responses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one's self-reported exposure to in-game content depicting violence. Twenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95% CI [1.11, 2.26], and delinquent, IRR: 1.44, 95% CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16% and 10% reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2% change). Clan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.

  10. A Comparison of Solo and Multiplayer Active Videogame Play in Children with Unilateral Cerebral Palsy.

    PubMed

    Howcroft, Jennifer; Fehlings, Darcy; Wright, Virginia; Zabjek, Karl; Andrysek, Jan; Biddiss, Elaine

    2012-08-01

    Active videogames (AVGs) have potential in terms of physical activity and therapy for children with cerebral palsy. However, the effect of social interaction on AVG play has not yet been assessed. The objective of this study is to determine if multiplayer AVG versus solo affects levels of energy expenditure and movement patterns. Fifteen children (9.77 [standard deviation (SD) 1.78] years old) with hemiplegic cerebral palsy (Gross Motor Function Classification System Level I) participated in solo and multiplayer Nintendo(®) "Wii™ Boxing" (Nintendo, Inc., Redmond, WA) AVG play while energy expenditure and punching frequency were monitored. Moderate levels of physical activity were achieved with no significant differences in energy measures during multiplayer and solo play. Dominant arm punching frequency increased during the multiplayer session from 95.75 (SD 37.93) punches/minute to 107.77 (SD 36.99) punches/minute. Conversely, hemiplegic arm punching frequency decreased from 39.05 (SD 29.57) punches/minutes to 30.73 (SD 24.74) punches/minutes during multiplayer game play. Children enjoyed multiplayer more than solo play. Opportunities to play AVGs with friends and family may translate to more frequent participation in this moderate physical activity. Conversely, increased hemiplegic limb use during solo play may have therapeutic advantages. As such, new strategies are recommended to promote use of the hemiplegic hand during multiplayer AVG play and to optimize commercial AVG systems for applications in virtual reality therapy.

  11. Access point selection game with mobile users using correlated equilibrium.

    PubMed

    Sohn, Insoo

    2015-01-01

    One of the most important issues in wireless local area network (WLAN) systems with multiple access points (APs) is the AP selection problem. Game theory is a mathematical tool used to analyze the interactions in multiplayer systems and has been applied to various problems in wireless networks. Correlated equilibrium (CE) is one of the powerful game theory solution concepts, which is more general than the Nash equilibrium for analyzing the interactions in multiplayer mixed strategy games. A game-theoretic formulation of the AP selection problem with mobile users is presented using a novel scheme based on a regret-based learning procedure. Through convergence analysis, we show that the joint actions based on the proposed algorithm achieve CE. Simulation results illustrate that the proposed algorithm is effective in a realistic WLAN environment with user mobility and achieves maximum system throughput based on the game-theoretic formulation.

  12. Access Point Selection Game with Mobile Users Using Correlated Equilibrium

    PubMed Central

    Sohn, Insoo

    2015-01-01

    One of the most important issues in wireless local area network (WLAN) systems with multiple access points (APs) is the AP selection problem. Game theory is a mathematical tool used to analyze the interactions in multiplayer systems and has been applied to various problems in wireless networks. Correlated equilibrium (CE) is one of the powerful game theory solution concepts, which is more general than the Nash equilibrium for analyzing the interactions in multiplayer mixed strategy games. A game-theoretic formulation of the AP selection problem with mobile users is presented using a novel scheme based on a regret-based learning procedure. Through convergence analysis, we show that the joint actions based on the proposed algorithm achieve CE. Simulation results illustrate that the proposed algorithm is effective in a realistic WLAN environment with user mobility and achieves maximum system throughput based on the game-theoretic formulation. PMID:25785726

  13. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence

    PubMed Central

    Porter-Armstrong, Alison P.

    2013-01-01

    Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon. PMID:24236279

  14. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence.

    PubMed

    Scott, Jonathan; Porter-Armstrong, Alison P

    2013-01-01

    Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health. Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psychosocial well-being of adolescents and young adults. Method. Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching, identified six studies meeting the inclusion and exclusion criteria for this review. Results. All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative conclusions may be drawn. Conclusion. Since both helpful and harmful effects were reported, further multidisciplinary research is recommended to specifically explore the clinical implications and therapeutic potentialities of this modern, growing phenomenon.

  15. Stochastic Game Analysis and Latency Awareness for Self-Adaptation

    DTIC Science & Technology

    2014-01-01

    this paper, we introduce a formal analysis technique based on model checking of stochastic multiplayer games (SMGs) that enables us to quantify the...Additional Key Words and Phrases: Proactive adaptation, Stochastic multiplayer games , Latency 1. INTRODUCTION When planning how to adapt, self-adaptive...contribution of this paper is twofold: (1) A novel analysis technique based on model checking of stochastic multiplayer games (SMGs) that enables us to

  16. Massively multiplayer online role-playing game-induced seizures: a neglected health problem in Internet addiction.

    PubMed

    Chuang, Yao-Chung

    2006-08-01

    As the Internet has become rapidly and widely integrated into society, Internet addiction has become a growing psychosocial problem. However, epileptic seizure, another out-of-the-ordinary health problem, is often neglected in this regard. Ten patients who experienced epileptic seizures while playing the newest genre of electronic games -- Massively Multiplayer Online Role-Playing Games (MMORPGs) -- were investigated. Patients were predominantly male young adults, and most of the events were generalized tonic-clonic seizures, myoclonic seizures, and absences. These patients should be categorized into idiopathic generalized epilepsies. Even though photosensitivity was an important factor, behavioral and higher mental activities also seemed to be significant seizure precipitants. Results demonstrated that MMORPG-induced seizures were not analogous to the ordinary video game-induced seizures. Significantly, an epileptic seizure warning did not always appear on the websites of MMORPGs and instructions for the software. While the prevalence of MMORPG-induced seizures remains unknown, it may exceed our expectations and impact our society. Not only for clinical neurologists but also for the primary physicians, educators, sociologists, and global online game publishers, there should be an awareness of this special form of reflex seizures in order to provide an appropriate health warning to MMORPG players.

  17. Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

    PubMed

    Zanetta Dauriat, Francesca; Zermatten, Ariane; Billieux, Joël; Thorens, Gabriel; Bondolfi, Guido; Zullino, Daniele; Khazaal, Yasser

    2011-01-01

    Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. A total of 696 gamers responded to an online survey. Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs. Copyright © 2011 S. Karger AG, Basel.

  18. Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players.

    PubMed

    Billieux, Joël; Chanal, Julien; Khazaal, Yasser; Rochat, Lucien; Gay, Philippe; Zullino, Daniele; Van der Linden, Martial

    2011-01-01

    Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test. Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35). This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life. Copyright © 2011 S. Karger AG, Basel.

  19. Collective Information Literacy in Massively Multiplayer Online Games

    ERIC Educational Resources Information Center

    Martin, Crystle; Steinkuehler, Constance

    2010-01-01

    This article explores the forms of information literacy that arise in commercial entertainment games like "World of Warcraft." Using examples culled from eight months of online ethnographic data, the authors detail the forms of information literacy that arise as a regular part of in-game social interaction, emphasizing (ironically) the…

  20. Formative Evaluation of a Massively Multi-Player Persistent (MMP) Environment for Asymmetric Warfare Exercises

    DTIC Science & Technology

    2008-04-01

    Initiative acknowledges the dearth of published research on Massively Multiplayer Online Games ((MMOGs), which are based on MMP technology) for...wanting help during the emergency, protesting insufficient aid being delivered in time, escalating to violence , including sniper attacks and attempted... multiplayer environment. The movement control systems were rated "moderately easy" to learn, and ease of movement after learning to use the controls was rated

  1. The Semiotic Ecology and Linguistic Complexity of an Online Game World

    ERIC Educational Resources Information Center

    Thorne, Steven L.; Fischer, Ingrid; Lu, Xiaofei

    2012-01-01

    Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) "World of Warcraft" ("WoW"), with specific…

  2. In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game

    ERIC Educational Resources Information Center

    Hollister, Jonathan M.

    2016-01-01

    This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…

  3. Effect of Digital Game Based Learning on Ninth Grade Students' Mathematics Achievement

    ERIC Educational Resources Information Center

    Swearingen, Dixie K.

    2011-01-01

    This experimental study examined the effect of an educational massive multiplayer online game (MMOG) on achievement on a standards-based mathematics exam. It also examined the interaction of student characteristics (gender and socioeconomic status) with digital game play on mathematics achievement. Two hundred eighty ninth grade students from a…

  4. The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues.

    PubMed

    Lukavská, Kateřina; Hrabec, Ondřej; Chrz, Vladimír

    2016-04-01

    We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R(2) = 0.28 for playing time; R(2) = 0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.

  5. Explicit Lower and Upper Bounds on the Entangled Value of Multiplayer XOR Games

    NASA Astrophysics Data System (ADS)

    Briët, Jop; Vidick, Thomas

    2013-07-01

    The study of quantum-mechanical violations of Bell inequalities is motivated by the investigation, and the eventual demonstration, of the nonlocal properties of entanglement. In recent years, Bell inequalities have found a fruitful re-formulation using the language of multiplayer games originating from Computer Science. This paper studies the nonlocal properties of entanglement in the context of the simplest such games, called XOR games. When there are two players, it is well known that the maximum bias—the advantage over random play—of players using entanglement can be at most a constant times greater than that of classical players. Recently, Pérez-García et al. (Commun. Mathe. Phys. 279:455, 2008) showed that no such bound holds when there are three or more players: the use of entanglement can provide an unbounded advantage, and scale with the number of questions in the game. Their proof relies on non-trivial results from operator space theory, and gives a non-explicit existence proof, leading to a game with a very large number of questions and only a loose control over the local dimension of the players' shared entanglement. We give a new, simple and explicit (though still probabilistic) construction of a family of three-player XOR games which achieve a large quantum-classical gap (QC-gap). This QC-gap is exponentially larger than the one given by Pérez-García et. al. in terms of the size of the game, achieving a QC-gap of order {√{N}} with N 2 questions per player. In terms of the dimension of the entangled state required, we achieve the same (optimal) QC-gap of {√{N}} for a state of local dimension N per player. Moreover, the optimal entangled strategy is very simple, involving observables defined by tensor products of the Pauli matrices. Additionally, we give the first upper bound on the maximal QC-gap in terms of the number of questions per player, showing that our construction is only quadratically off in that respect. Our results rely on

  6. Statistical properties of online avatar numbers in a massive multiplayer online role-playing game

    NASA Astrophysics Data System (ADS)

    Jiang, Zhi-Qiang; Ren, Fei; Gu, Gao-Feng; Tan, Qun-Zhao; Zhou, Wei-Xing

    2010-02-01

    Massive multiplayer online role-playing games (MMORPGs) have been very popular in the past few years. The profit of an MMORPG company is proportional to how many users registered, and the instant number of online avatars is a key factor to assess how popular an MMORPG is. We use the online-offline logs on an MMORPG server to reconstruct the instant number of online avatars per second and investigate its statistical properties. We find that the online avatar number exhibits one-day periodic behavior and clear intraday pattern, the fluctuation distribution of the online avatar numbers has a leptokurtic non-Gaussian shape with power-law tails, and the increments of online avatar numbers after removing the intraday pattern are uncorrelated and the associated absolute values have long-term correlation. In addition, both time series exhibit multifractal nature.

  7. Making neurorehabilitation fun: Multiplayer training via damping forces balancing differences in skill levels.

    PubMed

    Baur, Kilian; Wolf, Peter; Riener, Robert; Duarte, Jaime E

    2017-07-01

    Multiplayer environments are thought to increase the training intensity in robot-aided rehabilitation therapy after stroke. We developed a haptic-based environment to investigate the dynamics of two-player training performing time-constrained reaching movements using the ARMin rehabilitation robot. We implemented a challenge level adaptation algorithm that controlled a virtual damping coefficient to reach a desired success rate. We tested the algorithm's effectiveness in regulating the success rate during game play in a simulation with computer-controlled players, in a feasibility study with six unimpaired players, and in a single session with one stroke patient. The algorithm demonstrated its capacity to adjust the damping coefficient to reach three levels of success rate (low [50%], moderate [70%], and high [90%]) during singleplayer and multiplayer training. For the patient - tested in single-player mode at the moderate success rate only - the algorithm showed also promising behavior. Results of the feasibility study showed that to increase the player's willingness to play at a more challenging task condition, the effect of the challenge level adaptation - regardless of being played in single player or multiplayer mode - might be more important than the provision of multiplayer setting alone. Furthermore, the multiplayer setting tends to be a motivating and encouraging therapy component. Based on these results we will optimize and expand the multiplayer training platform and further investigate multiplayer settings in stroke therapy.

  8. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.

    PubMed

    Nuyens, Filip; Deleuze, Jory; Maurage, Pierre; Griffiths, Mark D; Kuss, Daria J; Billieux, Joël

    2016-06-01

    Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.

  9. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures

    PubMed Central

    Nuyens, Filip; Deleuze, Jory; Maurage, Pierre; Griffiths, Mark D.; Kuss, Daria J.; Billieux, Joël

    2016-01-01

    Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games. PMID:27156376

  10. Self-concept deficits in massively multiplayer online role-playing games addiction.

    PubMed

    Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl

    2013-01-01

    Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players. Copyright © 2013 S. Karger AG, Basel.

  11. A Practice-Based Analysis of an Online Strategy Game

    NASA Astrophysics Data System (ADS)

    Milolidakis, Giannis; Kimble, Chris; Akoumianakis, Demosthenes

    In this paper, we will analyze a massively multiplayer online game in an attempt to identify the elements of practice that enable social interaction and cooperation within the game’s virtual world. Communities of Practice and Activity Theory offer the theoretical lens for identifying and understanding what constitutes practice within the community and how such practice is manifest and transmitted during game play. Our analysis suggests that in contrast to prevalent perceptions of practice as being textually mediated, in virtual settings it is framed as much in social interactions as in processes, artifacts and the tools constituting the ‘linguistic’ domain of the game or the practice the gaming community is about.

  12. ENGAGE: A Game Based Learning and Problem Solving Framework

    DTIC Science & Technology

    2012-08-15

    multiplayer card game Creature Capture now supports an offline multiplayer mode (sharing a single computer), in response to feedback from teachers that a...Planetopia overworld will be ready for use by a number of physical schools as well as integrated into multiple online teaching resources. The games will be...From - To) 7/1/2012 – 7/31/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b

  13. Attack of the S. Mutans!: a stereoscopic-3D multiplayer direct-manipulation behavior-modification serious game for improving oral health in pre-teens

    NASA Astrophysics Data System (ADS)

    Hollander, Ari; Rose, Howard; Kollin, Joel; Moss, William

    2011-03-01

    Attack! of the S. Mutans is a multi-player game designed to harness the immersion and appeal possible with wide-fieldof- view stereoscopic 3D to combat the tooth decay epidemic. Tooth decay is one of the leading causes of school absences and costs more than $100B annually in the U.S. In 2008 the authors received a grant from the National Institutes of Health to build a science museum exhibit that included a suite of serious games involving the behaviors and bacteria that cause cavities. The centerpiece is an adventure game where five simultaneous players use modified Wii controllers to battle biofilms and bacteria while immersed in environments generated within a 11-foot stereoscopic WUXGA display. The authors describe the system and interface used in this prototype application and some of the ways they attempted to use the power of immersion and the appeal of S3D revolution to change health attitudes and self-care habits.

  14. Quantum Prisoner’s Dilemma game on hypergraph networks

    NASA Astrophysics Data System (ADS)

    Pawela, Łukasz; Sładkowski, Jan

    2013-02-01

    We study the possible advantages of adopting quantum strategies in multi-player evolutionary games. We base our study on the three-player Prisoner’s Dilemma (PD) game. In order to model the simultaneous interaction between three agents we use hypergraphs and hypergraph networks. In particular, we study two types of networks: a random network and a SF-like network. The obtained results show that in the case of a three-player game on a hypergraph network, quantum strategies are not necessarily stochastically stable strategies. In some cases, the defection strategy can be as good as a quantum one.

  15. An Investigation of Gender Differences in a Game-Based Learning Environment with Different Game Modes

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2017-01-01

    This study aimed to explore the gender differences of participants' learning results, perceptions and gaming behaviors related to an energy quiz game with both single-player and multiplayer game modes simultaneously provided for participants. Seventy-four ninth-grade students played the game in six classes over three weeks. The pretest-posttest on…

  16. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    PubMed

    Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil

    2017-01-01

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  17. Evolutionary potential games on lattices

    NASA Astrophysics Data System (ADS)

    Szabó, György; Borsos, István

    2016-04-01

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the "equilibrium state" by adding non-potential components representing games of cyclic dominance.

  18. Leadership in Multiplayer Online Gaming Environments

    ERIC Educational Resources Information Center

    Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E.

    2012-01-01

    With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…

  19. Collaborative Gaming: Teaching Children about Complex Systems and Collective Behavior

    ERIC Educational Resources Information Center

    Peppler, Kylie; Danish, Joshua A.; Phelps, David

    2013-01-01

    Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…

  20. Games in Language Learning: Opportunities and Challenges

    ERIC Educational Resources Information Center

    Godwin-Jones, Robert

    2014-01-01

    There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…

  1. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    PubMed

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  2. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

    PubMed Central

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon

    2016-01-01

    Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. Results The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. Conclusion The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre. PMID:27247595

  3. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing.

    PubMed

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon; Lee, Young-Sik

    2016-05-01

    Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre.

  4. Collaborative Virtual Gaming Worlds in Higher Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Hollins, Paul

    2008-01-01

    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…

  5. Martian Boneyards: Scientific Inquiry in an MMO Game

    ERIC Educational Resources Information Center

    Asbell-Clarke, Jodi; Edwards, Teon; Rowe, Elizabeth; Larsen, Jamie; Sylvan, Elisabeth; Hewitt, Jim

    2012-01-01

    This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together to create a highly immersive environment, a compelling storyline, and research-grounded tools for scientific inquiry within the game. The designers…

  6. Identifying protein complexes in PPI network using non-cooperative sequential game.

    PubMed

    Maulik, Ujjwal; Basu, Srinka; Ray, Sumanta

    2017-08-21

    Identifying protein complexes from protein-protein interaction (PPI) network is an important and challenging task in computational biology as it helps in better understanding of cellular mechanisms in various organisms. In this paper we propose a noncooperative sequential game based model for protein complex detection from PPI network. The key hypothesis is that protein complex formation is driven by mechanism that eventually optimizes the number of interactions within the complex leading to dense subgraph. The hypothesis is drawn from the observed network property named small world. The proposed multi-player game model translates the hypothesis into the game strategies. The Nash equilibrium of the game corresponds to a network partition where each protein either belong to a complex or form a singleton cluster. We further propose an algorithm to find the Nash equilibrium of the sequential game. The exhaustive experiment on synthetic benchmark and real life yeast networks evaluates the structural as well as biological significance of the network partitions.

  7. Video Games, Identity, and the Constellation of Information

    ERIC Educational Resources Information Center

    Martin, Crystle

    2012-01-01

    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…

  8. Jamming in Mobile Networks: A Game-Theoretic Approach

    DTIC Science & Technology

    2013-03-01

    general treatment of multiplayer differential games was presented by Starr and Ho [16], Leitmann [36], Vaisbord and Zhukovskiy [65], Zhukovskiy and...REPORT Jamming in mobile networks: A game -theoretic approach. 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: In this paper, we address the problem of...model the intrusion as a pursuit-evasion game between a mobile jammer and a team of agents. First, we consider a differential game -theoretic approach

  9. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.

    PubMed

    Souders, Dustin J; Boot, Walter R; Charness, Neil; Moxley, Jerad H

    2016-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.

  10. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating

    PubMed Central

    Souders, Dustin J.; Boot, Walter R.; Charness, Neil; Moxley, Jerad H.

    2017-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided. PMID:29033698

  11. The replicator equation and other game dynamics

    PubMed Central

    Cressman, Ross; Tao, Yi

    2014-01-01

    The replicator equation is the first and most important game dynamics studied in connection with evolutionary game theory. It was originally developed for symmetric games with finitely many strategies. Properties of these dynamics are briefly summarized for this case, including the convergence to and stability of the Nash equilibria and evolutionarily stable strategies. The theory is then extended to other game dynamics for symmetric games (e.g., the best response dynamics and adaptive dynamics) and illustrated by examples taken from the literature. It is also extended to multiplayer, population, and asymmetric games. PMID:25024202

  12. Adaptive thinking & leadership simulation game training for special forces officers.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Raybourn, Elaine Marie; Mendini, Kip; Heneghan, Jerry

    Complex problem solving approaches and novel strategies employed by the military at the squad, team, and commander level are often best learned experimentally. Since live action exercises can be costly, advances in simulation game training technology offer exciting ways to enhance current training. Computer games provide an environment for active, critical learning. Games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the dynamics of the game, the organic process generated by the game, and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from decision making. Inmore » the present paper we discuss a multiplayer computer game simulation created for the Adaptive Thinking & Leadership (ATL) Program to train Special Forces Team Leaders. The ATL training simulation consists of a scripted single-player and an immersive multiplayer environment for classroom use which leverages immersive computer game technology. We define adaptive thinking as consisting of competencies such as negotiation and consensus building skills, the ability to communicate effectively, analyze ambiguous situations, be self-aware, think innovatively, and critically use effective problem solving skills. Each of these competencies is an essential element of leader development training for the U.S. Army Special Forces. The ATL simulation is used to augment experiential learning in the curriculum for the U.S. Army JFK Special Warfare Center & School (SWCS) course in Adaptive Thinking & Leadership. The school is incorporating the ATL simulation game into two additional training pipelines (PSYOPS and Civil Affairs Qualification Courses) that are also concerned with developing cultural awareness, interpersonal communication adaptability, and rapport-building skills. In the present paper, we discuss the design, development, and deployment of the training simulation, and emphasize how

  13. Countermeasures for Time-Cheat Detection in Multiplayer Online Games

    NASA Astrophysics Data System (ADS)

    Ferretti, Stefano

    Cheating is an important issue in games. Depending on the system over which the game is deployed, several types of malicious actions may be accomplished so as to take an unfair and unexpected advantage over the game and over the (digital, human) adversaries. When the game is a standalone application, cheats typically just relate to the specific software code being developed to build the application. It is not a surprise to find (in the Web and in specialized magazines) people that explain cheats on specific games stating, for instance, which configuration files can be altered (and how to do it) to automatically gain some bonus during the game. To avoid this, game developers are hence motivated to build stable code, with related data that should be securely managed and made difficult to alter.

  14. How Massive Multiplayer Online Games Incorporate Principles of Economics

    ERIC Educational Resources Information Center

    Barnett, Joshua H.; Archambault, Leanna

    2010-01-01

    Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…

  15. Honing Emotional Intelligence with Game-Based Crucible Experiences

    ERIC Educational Resources Information Center

    Raybourn, Elaine M.

    2011-01-01

    The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…

  16. The Impact of a Racing Feature on Middle School Science Students' Performance in an Educational Game: The Effect of Content-Free Game-Actions

    ERIC Educational Resources Information Center

    Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce

    2016-01-01

    Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…

  17. A Qualitative Analysis of Online Gaming Addicts in Treatment

    ERIC Educational Resources Information Center

    Beranuy, Marta; Carbonell, Xavier; Griffiths, Mark D.

    2013-01-01

    Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face…

  18. Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.

    PubMed

    Oultram, Stuart

    2013-12-01

    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.

  19. Collaborate and share: an experimental study of the effects of task and reward interdependencies in online games.

    PubMed

    Choi, Boreum; Lee, Inseong; Choi, Dongseong; Kim, Jinwoo

    2007-08-01

    Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.

  20. Exploring the enjoyment of playing browser games.

    PubMed

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  1. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population.

    PubMed

    Achab, Sophia; Nicolier, Magali; Mauny, Frédéric; Monnin, Julie; Trojak, Benoit; Vandel, Pierre; Sechter, Daniel; Gorwood, Philip; Haffen, Emmanuel

    2011-08-26

    Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity. The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online gaming onset. The DAS

  2. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population

    PubMed Central

    2011-01-01

    Background Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction. Methods In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity. Results The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online

  3. Teachers' Perceptions of Video Games: MMOGs and the Future of Preservice Teacher Education

    ERIC Educational Resources Information Center

    Schrader, P. G.; Zheng, Dongping; Young, Michael

    2006-01-01

    P.G. Schrader, Dongping Zheng, and Michael Young examine how preservice teachers' personal experiences with video games inform their views of gaming in the classroom. They link the results of their study to current literature and conclude that preservice teachers' experiences steer them away from game genres such as massively multiplayer online…

  4. Possible End to an Endless Quest? Cognitive Bias Modification for Excessive Multiplayer Online Gamers.

    PubMed

    Rabinovitz, Sharon; Nagar, Maayan

    2015-10-01

    Cognitive biases have previously been recognized as key mechanisms that contribute to the development, maintenance, and relapse of addictive behaviors. The same mechanisms have been recently found in problematic computer gaming. The present study aims to investigate whether excessive massively multiplayer online role-playing gamers (EG) demonstrate an approach bias toward game-related cues compared to neutral stimuli; to test whether these automatic action tendencies can be implicitly modified in a single session training; and to test whether this training affects game urges and game-seeking behavior. EG (n=38) were randomly assigned to a condition in which they were implicitly trained to avoid or to approach gaming cues by pushing or pulling a joystick, using a computerized intervention (cognitive bias modification via the Approach Avoidance Task). EG demonstrated an approach bias for gaming cues compared with neutral, movie cues. Single session training significantly decreased automatic action tendencies to approach gaming cues. These effects occurred outside subjective awareness. Furthermore, approach bias retraining reduced subjective urges and intentions to play, as well as decreased game-seeking behavior. Retraining automatic processes may be beneficial in changing addictive impulses in EG. Yet, large-scale trials and long-term follow-up are warranted. The results extend the application of cognitive bias modification from substance use disorders to behavioral addictions, and specifically to Internet gaming disorder. Theoretical implications are discussed.

  5. Consequences of Play: A Systematic Review of the Effects of Online Gaming

    ERIC Educational Resources Information Center

    Sublette, Victoria Anne; Mullan, Barbara

    2012-01-01

    Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…

  6. Developing 21st Century Skills through Gameplay: To What Extent Are Young People Who Play the Online Computer Game Minecraft Acquiring and Developing Media Literacy and the Four Cs Skills?

    ERIC Educational Resources Information Center

    Morgan, Mia Lynn

    2015-01-01

    Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…

  7. Medical student attitudes toward video games and related new media technologies in medical education

    PubMed Central

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  8. Medical student attitudes toward video games and related new media technologies in medical education.

    PubMed

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  9. Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners

    ERIC Educational Resources Information Center

    Sylven, Liss Kerstin; Sundqvist, Pia

    2012-01-01

    Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as…

  10. The Effectiveness of Reason Racer, a Game Designed to Engage Middle School Students in Scientific Argumentation

    ERIC Educational Resources Information Center

    Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce; Ellis, James D.; Bulgren, Janis

    2015-01-01

    Reason Racer is an online, rate-based, multiplayer game that applies specific game features in order to engage middle school students in introductory knowledge of and thinking related to scientific argumentation. Game features include rapid and competitive play, timed performance, immediate feedback, and high rates of response across many…

  11. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  12. Comparative analysis of gameplay and players emotion in the most popular games from play store

    NASA Astrophysics Data System (ADS)

    Riwinoto; Mahfud, N.; Lumombo, L.

    2018-03-01

    The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.

  13. Does Digital Game Interactivity Always Promote Self-Efficacy?

    PubMed

    Lee, Yu-Hao

    2015-11-01

    Interactive digital games can promote self-efficacy by engaging players in enactive and observational learning. However, interactivity does not always lead to greater self-efficacy. Important constructs in social cognitive theory, such as performance outcome and perceived similarity, are often not accounted for in studies that have tested the effect of digital game interactivity on self-efficacy. This study assessed the effects of interactive digital games compared with passive digital games based on video comparison, a common experimental design used to test the effect of digital game interactivity on self-efficacy. In addition, this study also evaluated player performance and measured perceived similarity to the observed player. Findings suggested that in general, digital game interactivity predicted higher self-efficacy compared with noninteractive passive games. However, in the noninteractive conditions, the effects of performance on self-efficacy were moderated by perceived similarity between the observer and the observed player. When the observed player was perceived to be similar to the observer, the effects of performance on self-efficacy were comparable to the interactive game, but when the observed player was perceived as dissimilar to the observer, observing the dissimilar player failed to increase observer self-efficacy. Implications for interactivity manipulations and game developers are discussed.

  14. Global Channels of Evidence for Learning and Assessment in Complex Game Environments

    ERIC Educational Resources Information Center

    Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre

    2011-01-01

    In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…

  15. Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work

    ERIC Educational Resources Information Center

    Keating, Paul

    2016-01-01

    Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…

  16. "The Source": An Alternate Reality Game to Spark STEM Interest and Learning among Underrepresented Youth

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick

    2016-01-01

    Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…

  17. Rochester Castle MMORPG: Instructional Gaming and Collaborative Learning at a Western Australian School

    ERIC Educational Resources Information Center

    Lee, Mark J. W.; Eustace, Ken; Fellows, Geoff; Bytheway, Allan; Irving, Leah

    2005-01-01

    This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western…

  18. Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System

    ERIC Educational Resources Information Center

    Scholz, Kyle

    2017-01-01

    Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…

  19. An Introduction to Multi-player, Multi-choice Quantum Games: Quantum Minority Games & Kolkata Restaurant Problems

    NASA Astrophysics Data System (ADS)

    Sharif, Puya; Heydari, Hoshang

    We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by an n-player generalization trough the quantum minority games, and finishing with a contribution towards an n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as a review suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.

  20. Psychiatrists' Perceptions of Role-Playing Games.

    PubMed

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  1. Motivating Distance Learners in Online Gaming Worlds

    ERIC Educational Resources Information Center

    Marvel, Michele D.

    2012-01-01

    Massively multiplayer online games (MMOGs) have potential as educational tools. Existing literature shows that MMOG-based courses can foster a more immediate sense of community among students than traditional distance learning interfaces. The immersive technology of MMOGs opens the door for students to be able to virtually walk through the college…

  2. Four classes of interactions for evolutionary games.

    PubMed

    Szabó, György; Bodó, Kinga S; Allen, Benjamin; Nowak, Martin A

    2015-08-01

    The symmetric four-strategy games are decomposed into a linear combination of 16 basis games represented by orthogonal matrices. Among these basis games four classes can be distinguished as it is already found for the three-strategy games. The games with self-dependent (cross-dependent) payoffs are characterized by matrices consisting of uniform rows (columns). Six of 16 basis games describe coordination-type interactions among the strategy pairs and three basis games span the parameter space of the cyclic components that are analogous to the rock-paper-scissors games. In the absence of cyclic components the game is a potential game and the potential matrix is evaluated. The main features of the four classes of games are discussed separately and we illustrate some characteristic strategy distributions on a square lattice in the low noise limit if logit rule controls the strategy evolution. Analysis of the general properties indicates similar types of interactions at larger number of strategies for the symmetric matrix games.

  3. "Gamestar Mechanic": Learning a Designer Mindset through Communicational Competence with the Language of Games

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2010-01-01

    This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…

  4. Learning through social interaction in game technology.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25more » participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.« less

  5. Avatar's neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.

    PubMed

    Dieter, Julia; Hill, Holger; Sell, Madlen; Reinhard, Iris; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl; Leménager, Tagrid

    2015-02-01

    Psychometric studies suggest that observed self-concept deficits in addicted massively multiplayer online role-playing game (MMORPG) are compensated through the replacement of their ideal (i.e., how an individual would like to be) by their own avatar (i.e., graphical agent in the virtual world). Neurobiological studies indicate that increased identification with their own avatar in regular MMORPG gamers is possibly reflected by enhanced avatar-referential brain activation in the left angular gyrus (AG). However, the neurobiological correlates reflecting the relations of the avatar to addicted gamers' self and ideal are still unexplored. Therefore, we compare these relations between addicted and nonaddicted MMORPG gamers. A sample of n = 15 addicted and n = 17 nonaddicted players underwent functional MRI (fMRI) while completing a Giessen-Test (GT)-derived paradigm assessing self-, ideal-, and avatar-related self-concept domains. Neurobiological analyses included the comparisons avatar versus self, avatar versus ideal, and avatar versus self, ideal. Psychometrically, addicts showed significantly lower scores on the self-concept subscale of 'social resonance,' that is, social popularity. In all avatar-related contrasts, within-group comparisons showed addicted players to exhibit significantly higher brain activations in the left AG. The between-groups comparisons revealed avatar-related left AG hyperactivations in addicts. Our results may suggest that addicted MMORPG players identify significantly more with their avatar than nonaddicted gamers. The concrete avatar might increasingly replace the rather abstract ideal in the transition from normal- controlled to addictive-compulsive MMORPG usage. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  6. Economic game theory for mutualism and cooperation.

    PubMed

    Archetti, Marco; Scheuring, István; Hoffman, Moshe; Frederickson, Megan E; Pierce, Naomi E; Yu, Douglas W

    2011-12-01

    We review recent work at the interface of economic game theory and evolutionary biology that provides new insights into the evolution of partner choice, host sanctions, partner fidelity feedback and public goods. (1) The theory of games with asymmetrical information shows that the right incentives allow hosts to screen-out parasites and screen-in mutualists, explaining successful partner choice in the absence of signalling. Applications range from ant-plants to microbiomes. (2) Contract theory distinguishes two longstanding but weakly differentiated explanations of host response to defectors: host sanctions and partner fidelity feedback. Host traits that selectively punish misbehaving symbionts are parsimoniously interpreted as pre-adaptations. Yucca-moth and legume-rhizobia mutualisms are argued to be examples of partner fidelity feedback. (3) The theory of public goods shows that cooperation in multi-player interactions can evolve in the absence of assortment, in one-shot social dilemmas among non-kin. Applications include alarm calls in vertebrates and exoenzymes in microbes. 2011 Blackwell Publishing Ltd/CNRS.

  7. Gold rush - A swarm dynamics in games

    NASA Astrophysics Data System (ADS)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  8. The Effect of Power Asymmetries on Cooperation and Punishment in a Prisoner’s Dilemma Game

    PubMed Central

    Bone, Jonathan E.; Wallace, Brian; Bshary, Redouan; Raihani, Nichola J.

    2015-01-01

    Recent work has suggested that punishment is detrimental because punishment provokes retaliation, not cooperation, resulting in lower overall payoffs. These findings may stem from the unrealistic assumption that all players are equal: in reality individuals are expected to vary in the power with which they can punish defectors. Here, we allowed strong players to interact with weak players in an iterated prisoner's dilemma game with punishment. Defecting players were most likely to switch to cooperation if the partner cooperated: adding punishment yielded no additional benefit and, under some circumstances, increased the chance that the partner would both defect and retaliate against the punisher. Our findings show that, in a two-player game, cooperation begets cooperation and that punishment does not seem to yield any additional benefits. Further work should explore whether strong punishers might prevail in multi-player games. PMID:25629971

  9. SimBasin: A serious gaming framework for integrated and cooperative decision-making in water management

    NASA Astrophysics Data System (ADS)

    Angarita, H.; Craven, J.; Caggiano, F.; Corzo, G.

    2016-12-01

    An Integrated approach involving extensive stakeholder dialogue is widely advocated in sustainable water management. However, it requires a social learning process in which scientist and stakeholders become aware of the relationship between their own frames of reference and those of others, differences can be dealt with constructively, and shared ideas can be used to facilitate cooperation. Key obstacles in this process are heritage systems, attitudes and processes, factually wrong, incomplete or unshared mental models, and lack of science-policy dialogue (Pahl-Wostl et al., 2005) To overcome these barriers, a space is required which is free of heritage systems, where mental models can be safely and easily compared and corrected, and where scientists and policy-makers can come together. A "serious game" can serve as such a space - Serious games are games or simulations used to achieve an organizational or educational goal, and such games have already been used to facilitate stakeholder cooperation in the water management sector (Rusca et al., 2005). As well as bringing stakeholders together, they can be an accessible interface between scientific models and non-experts. Here we present SimBasin, a multiplayer serious game framework and development engine. The engine allows to easily create a simulated multiplayer basin management game using WEAP water resources modelling software (SEI, 1992-2015), to facilitate the communication of the complex, long term and wide range relationships between hydrologic, climate, and human systems present in river basins, and enable dialogue between policy-makers and scientists. Different games have been created using the Sim-Basin engine and used in various contexts. Here are discussed experiences with stakeholders at a national forum in Bogotá, flood risk management agencies in the lower Magdalena River Basin in Colombia and with water professionals in Bangkok. The experience shows that the game is a useful tool for enabling

  10. Quantum Games under Decoherence

    NASA Astrophysics Data System (ADS)

    Huang, Zhiming; Qiu, Daowen

    2016-02-01

    Quantum systems are easily influenced by ambient environments. Decoherence is generated by system interaction with external environment. In this paper, we analyse the effects of decoherence on quantum games with Eisert-Wilkens-Lewenstein (EWL) (Eisert et al., Phys. Rev. Lett. 83(15), 3077 1999) and Marinatto-Weber (MW) (Marinatto and Weber, Phys. Lett. A 272, 291 2000) schemes. Firstly, referring to the analytical approach that was introduced by Eisert et al. (Phys. Rev. Lett. 83(15), 3077 1999), we analyse the effects of decoherence on quantum Chicken game by considering different traditional noisy channels. We investigate the Nash equilibria and changes of payoff in specific two-parameter strategy set for maximally entangled initial states. We find that the Nash equilibria are different in different noisy channels. Since Unruh effect produces a decoherence-like effect and can be perceived as a quantum noise channel (Omkar et al., arXiv: 1408.1477v1), with the same two parameter strategy set, we investigate the influences of decoherence generated by the Unruh effect on three-player quantum Prisoners' Dilemma, the non-zero sum symmetric multiplayer quantum game both for unentangled and entangled initial states. We discuss the effect of the acceleration of noninertial frames on the the game's properties such as payoffs, symmetry, Nash equilibrium, Pareto optimal, dominant strategy, etc. Finally, we study the decoherent influences of correlated noise and Unruh effect on quantum Stackelberg duopoly for entangled and unentangled initial states with the depolarizing channel. Our investigations show that under the influence of correlated depolarizing channel and acceleration in noninertial frame, some critical points exist for an unentangled initial state at which firms get equal payoffs and the game becomes a follower advantage game. It is shown that the game is always a leader advantage game for a maximally entangled initial state and there appear some points at which

  11. New Sociotechnical Insights in Interaction Design

    NASA Astrophysics Data System (ADS)

    Abdelnour-Nocera, José; Mørch, Anders I.

    New challenges are facing interaction design. On one hand because of advances in technology - pervasive, ubiquitous, multimodal and adaptive computing - are changing the nature of interaction. On the other, web 2.0, massive multiplayer games and collaboration software extends the boundaries of HCI to deal with interaction in settings of remote communication and collaboration. The aim of this workshop is to provide a forum for HCI practitioners and researchers interested in knowledge from the social sciences to discuss how sociotechnical insights can be used to inform interaction design, and more generally how social science methods and theories can help to enrich the conceptual framework of systems development and participatory design. Position papers submissions are invited to address key aspects of current research and practical case studies.

  12. Online citizen science games: Opportunities for the biological sciences.

    PubMed

    Curtis, Vickie

    2014-12-01

    Recent developments in digital technologies and the rise of the Internet have created new opportunities for citizen science. One of these has been the development of online citizen science games where complex research problems have been re-imagined as online multiplayer computer games. Some of the most successful examples of these can be found within the biological sciences, for example, Foldit, Phylo and EteRNA. These games offer scientists the opportunity to crowdsource research problems, and to engage with those outside the research community. Games also enable those without a background in science to make a valid contribution to research, and may also offer opportunities for informal science learning.

  13. 3D multiplayer virtual pets game using Google Card Board

    NASA Astrophysics Data System (ADS)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  14. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    PubMed

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  15. "Martian Boneyards": Sustained Scientific Inquiry in a Social Digital Game

    NASA Astrophysics Data System (ADS)

    Asbell-Clarke, Jordis

    Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players' time was spent in scientific inquiry activities and about 30% of the players' in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players' activity, and players' progress.

  16. Multimodal game bot detection using user behavioral characteristics.

    PubMed

    Kang, Ah Reum; Jeong, Seong Hoon; Mohaisen, Aziz; Kim, Huy Kang

    2016-01-01

    As the online service industry has continued to grow, illegal activities in the online world have drastically increased and become more diverse. Most illegal activities occur continuously because cyber assets, such as game items and cyber money in online games, can be monetized into real currency. The aim of this study is to detect game bots in a massively multiplayer online role playing game (MMORPG). We observed the behavioral characteristics of game bots and found that they execute repetitive tasks associated with gold farming and real money trading. We propose a game bot detection method based on user behavioral characteristics. The method of this paper was applied to real data provided by a major MMORPG company. Detection accuracy rate increased to 96.06 % on the banned account list.

  17. Extrapolating Weak Selection in Evolutionary Games

    PubMed Central

    Wu, Bin; García, Julián; Hauert, Christoph; Traulsen, Arne

    2013-01-01

    In evolutionary games, reproductive success is determined by payoffs. Weak selection means that even large differences in game outcomes translate into small fitness differences. Many results have been derived using weak selection approximations, in which perturbation analysis facilitates the derivation of analytical results. Here, we ask whether results derived under weak selection are also qualitatively valid for intermediate and strong selection. By “qualitatively valid” we mean that the ranking of strategies induced by an evolutionary process does not change when the intensity of selection increases. For two-strategy games, we show that the ranking obtained under weak selection cannot be carried over to higher selection intensity if the number of players exceeds two. For games with three (or more) strategies, previous examples for multiplayer games have shown that the ranking of strategies can change with the intensity of selection. In particular, rank changes imply that the most abundant strategy at one intensity of selection can become the least abundant for another. We show that this applies already to pairwise interactions for a broad class of evolutionary processes. Even when both weak and strong selection limits lead to consistent predictions, rank changes can occur for intermediate intensities of selection. To analyze how common such games are, we show numerically that for randomly drawn two-player games with three or more strategies, rank changes frequently occur and their likelihood increases rapidly with the number of strategies . In particular, rank changes are almost certain for , which jeopardizes the predictive power of results derived for weak selection. PMID:24339769

  18. Healthy Gaming - Video Game Design to promote Health.

    PubMed

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  19. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  20. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  1. Examining elementary school children's level of enjoyment of traditional tag games vs. interactive dance games.

    PubMed

    Gao, Zan; Zhang, Peng; Podlog, Leslie William

    2014-01-01

    Enjoyment has been implicated as a determinant of physical activity among children and adolescents. However, the effect of different sport activities on children's enjoyment remains largely unexplored. This study examined whether children's enjoyment in physical education (PE) varied as a function of learning activities. Participants were 210 third- through sixth-grade children who had a 30 min PE class every week. Participants responded to a standardized self-report enjoyment survey measuring their enjoyment level in a PE class during which they participated in tag games. Students completed the same questionnaire when involved in interactive dance games in PE. The results revealed that children reported significantly higher scores in enjoyment toward interactive dance games than they did toward traditional games (p < .01). Also, girls exhibited higher enjoyment toward interactive dance games than boys did (p < .05). However, no gender difference emerged on enjoyment toward traditional games. In conclusion, it is practical and meaningful to integrate interactive dance games into PE.

  2. A study on haptic collaborative game in shared virtual environment

    NASA Astrophysics Data System (ADS)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  3. Teaching water sustainability and STEM concepts using in-class, online, and real-world multiplayer simulations

    NASA Astrophysics Data System (ADS)

    Moysey, S. M.; Hannah, A. C.; Miller, S.; Mobley, C.

    2013-12-01

    Serious games are computer games with a primary purpose other than entertainment. Serious games are frequently used for training purposes, and can be used for educational and research purposes, increasing student interest and level of interaction as well as allowing researchers to collect data about emergent player behavior. The Naranpur Express simulation is based on a previously existing multiplayer role-playing game, where each player manages a small farm in rural India. Player goals include subsistence, upward economic mobility, and mitigation of environmental impact. Hydrologic and agricultural models are used to connect each player's small-scale decisions with their more far-reaching, and often difficult to perceive environmental impacts. This approach allows students to learn by discovery, experiencing first-hand the challenges of overuse of groundwater, fertilizers, and pesticides. Integration of new and rapidly developing social media techniques allows players to discuss solutions to their shared challenges, and help define a set of formal or informal rules governing their community. Previous versions of this game were implemented on paper, or in a spreadsheet run on each student's laptop. However, moving this simulation to an interactive online setting will allow us to study aggregate, as well as spatially varying effects of player decisions on economic and environmental outcomes. By coupling both physical and economic models with the real dynamics of player behavior, and considering the social and cultural aspects of agriculture, we can investigate the decision-making processes that control real environmental outcomes. By varying the types of information available to players, we can investigate how access to different kinds of information drives environmental decision-making. This can help identify key misunderstandings, thereby benefiting education and outreach efforts related to environmental justice and sustainability issues. Surveys collected from

  4. Gaming Preferences of Aging Generations.

    PubMed

    Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R

    2014-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.

  5. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  6. Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: A Qualitative Evaluation of the Source

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida

    2017-01-01

    This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…

  7. Gaming under the influence: An exploratory study.

    PubMed

    Škařupová, Kateřina; Blinka, Lukas; Ťápal, Adam

    2018-05-23

    Background and aims Association between substance use and excessive play of online games exists both in theory and research. However, no study to date examined playing online games under the influence of licit and illicit drugs. Methods We questioned a convenient online sample of 3,952 Czech online gamers on their experiences and motives of using caffeine, alcohol, tobacco, psychoactive pharmaceuticals, and illicit drugs while playing massive multiplayer online games (MMOGs). Results The results showed low prevalence of illicit drug use while playing online games. Substance use was positively associated with intensity of gaming and both addiction and engagement; psychoactive substances with stimulating effect were linked to higher engagement and gaming intensity, whereas use of sedatives was associated with higher addiction score. Substance use varied slightly with the preference of game genre. Discussion Drug use while playing appears as behavior, which is mostly not related to gaming - it concerns mostly caffeine, tobacco, alcohol, or cannabis. For some users, however, drug use was fueled by motivations toward improving their cognitive enhancement and gaming performance.

  8. Mobile Gaming and Student Interactions in a Science Center: The Future of Gaming in Science Education

    ERIC Educational Resources Information Center

    Atwood-Blaine, Dana; Huffman, Douglas

    2017-01-01

    This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…

  9. Gaming Preferences of Aging Generations

    PubMed Central

    Blocker, Kenneth A.; Wright, Timothy J.; Boot, Walter R.

    2017-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics. PMID:29033699

  10. Assessing twenty-first century skills through a teacher created video game for high school biology students

    NASA Astrophysics Data System (ADS)

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-07-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the twenty-first century skills of digital age literacy, inventive thinking, high productivity, and effective communication techniques of the students exposed to a MEGA. Three factors, as they pertained to these skills, emerged from classroom observations. Interaction with the teacher, discussion with peers, and engagement/time-on-task while playing the MEGA suggested that students playing an educational video game exhibited all of the projected twenty-first century skills while being engrossed in the embedded science content.

  11. Properties of interaction networks underlying the minority game.

    PubMed

    Caridi, Inés

    2014-11-01

    The minority game is a well-known agent-based model with no explicit interaction among its agents. However, it is known that they interact through the global magnitudes of the model and through their strategies. In this work we have attempted to formalize the implicit interactions among minority game agents as if they were links on a complex network. We have defined the link between two agents by quantifying the similarity between them. This link definition is based on the information of the instance of the game (the set of strategies assigned to each agent at the beginning) without any dynamic information on the game and brings about a static, unweighed and undirected network. We have analyzed the structure of the resulting network for different parameters, such as the number of agents (N) and the agent's capacity to process information (m), always taking into account games with two strategies per agent. In the region of crowd effects of the model, the resulting networks structure is a small-world network, whereas in the region where the behavior of the minority game is the same as in a game of random decisions, networks become a random network of Erdos-Renyi. The transition between these two types of networks is slow, without any peculiar feature of the network in the region of the coordination among agents. Finally, we have studied the resulting static networks for the full strategy minority game model, a maximal instance of the minority game in which all possible agents take part in the game. We have explicitly calculated the degree distribution of the full strategy minority game network and, on the basis of this analytical result, we have estimated the degree distribution of the minority game network, which is in accordance with computational results.

  12. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    NASA Astrophysics Data System (ADS)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  13. An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach.

    PubMed

    Park, Bong-Won; Lee, Kun Chang

    2011-01-01

    The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.

  14. Massive Multiplayer Online Role Playing Games and Interaction: A Measurable Model of Interaction for Online Learning

    ERIC Educational Resources Information Center

    Anderson, Bodi

    2014-01-01

    This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two…

  15. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    NASA Astrophysics Data System (ADS)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  16. Interactive Video Games in Physical Education

    ERIC Educational Resources Information Center

    Trout, Josh; Christie, Brett

    2007-01-01

    As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…

  17. Army Learning Concept 2015: These Are Not the Droids You Are Looking For

    DTIC Science & Technology

    2011-06-07

    instruction, gaming, video , interactive multimedia instruction, virtual worlds, massively multiplayer online games, simulations, and others.” A wide...games, buying stuff on E-Bay and surfing the net for porn ? “These are not the “an” droids we are looking for…” 24 ALC 2015 should enhance learning

  18. Teaching with Game-Based Learning Management Systems: Exploring a Pedagogical Dungeon

    ERIC Educational Resources Information Center

    Carron, Thibault; Marty, Jean-Charles; Heraud, Jean-Mathias

    2008-01-01

    The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar…

  19. Choice of Interactive Dance and Bicycle Games in Overweight and Nonoverweight Youth

    PubMed Central

    Epstein, Leonard H.; Beecher, Meghan D.; Graf, Jennifer L.; Roemmich, James N.

    2008-01-01

    Background: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment. Purpose: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth. Methods: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice. Results: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05). Conclusions: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game. PMID:17447864

  20. Architecture-Based Self-Adaptation for Moving Target Defense

    DTIC Science & Technology

    2014-08-01

    using stochastic multiplayer games to verify the the behavior of a variety of MTD scenarios, from uninformed to predictive-reactive. This work is... multiplayer games to verify the the behavior of a variety of MTD scenarios, from uninformed to predictive-reactive. This work is applied in the context...for Moving Target . . . . . . . . . . . . . . 28 5 Multiplayer Games for Moving Target Defense 31 5.1 Stochastic Game Analysis for Proactive Self

  1. Interactive floating windows: a new technique for stereoscopic video games

    NASA Astrophysics Data System (ADS)

    Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  2. From pairwise to group interactions in games of cyclic dominance.

    PubMed

    Szolnoki, Attila; Vukov, Jeromos; Perc, Matjaž

    2014-06-01

    We study the rock-paper-scissors game in structured populations, where the invasion rates determine individual payoffs that govern the process of strategy change. The traditional version of the game is recovered if the payoffs for each potential invasion stem from a single pairwise interaction. However, the transformation of invasion rates to payoffs also allows the usage of larger interaction ranges. In addition to the traditional pairwise interaction, we therefore consider simultaneous interactions with all nearest neighbors, as well as with all nearest and next-nearest neighbors, thus effectively going from single pair to group interactions in games of cyclic dominance. We show that differences in the interaction range affect not only the stationary fractions of strategies but also their relations of dominance. The transition from pairwise to group interactions can thus decelerate and even revert the direction of the invasion between the competing strategies. Like in evolutionary social dilemmas, in games of cyclic dominance, too, the indirect multipoint interactions that are due to group interactions hence play a pivotal role. Our results indicate that, in addition to the invasion rates, the interaction range is at least as important for the maintenance of biodiversity among cyclically competing strategies.

  3. Exploring the relationship between video game expertise and fluid intelligence.

    PubMed

    Kokkinakis, Athanasios V; Cowling, Peter I; Drachen, Anders; Wade, Alex R

    2017-01-01

    Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.

  4. Strategic interactions: Games of the Ju|'hoan.

    PubMed

    de Voogt, Alex

    2017-12-01

    Three strategic games played by the Ju|'hoan-a board, a card, and a gesture game-complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|'hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|'hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|'hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|'hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children's play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.

  5. "We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.

    PubMed

    Nije Bijvank, Marije; Konijn, Elly A; Bushman, Brad J

    2012-02-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression. Copyright © 2011 The Foundation for Professionals in Services for Adolescents. All rights reserved.

  6. At the Intersection of Networks and Highly Interactive Online Games

    NASA Astrophysics Data System (ADS)

    Armitage, Grenville

    The game industry continues to evolves its techniques for extracting the most realistic 'immersion' experience for players given the vagaries on best-effort Internet service. A key challenge for service providers is understanding the characteristics of traffic imposed on networks by games, and their service quality requirements. Interactive online games are particularly susceptible to the side effects of other non-interactive (or delay- and loss-tolerant) traffic sharing next- generation access links. This creates challenges out toward the edges, where high-speed home LANs squeeze through broadband consumer access links to reach the Internet. In this chapter we identify a range of research work exploring many issues associated with the intersection of highly interactive games and the Internet, and hopefully stimulate some further thinking along these lines.

  7. Balancing the playing field: collaborative gaming for physical training.

    PubMed

    Mace, Michael; Kinany, Nawal; Rinne, Paul; Rayner, Anthony; Bentley, Paul; Burdet, Etienne

    2017-11-20

    Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs. able-bodied partnerships. A virtual task consisting of a dynamic ball on a beam, is controlled at each end using independent digital force-sensing handgrips. Interaction is mediated through simulated physical coupling and locally-redundant control. Game performance was measured in 16 healthy-healthy and 16 patient-expert dyads, where patients were hemiparetic stroke survivors using their impaired arm. Dual-player was compared to single-player performance, in terms of score, target tracking, stability, effort and smoothness; and questionnaires probing user-experience and engagement. Performance of less-able subjects (as ranked from single-player ability) was enhanced by dual-player mode, by an amount proportionate to the partnership's mismatch. The more abled partners' performances decreased by a similar amount. Such zero-sum interactions were observed for both healthy-healthy and patient-expert interactions. Dual-player was preferred by the majority of players independent of baseline ability and subject group; healthy subjects also felt more challenged, and patients more skilled. This is the first demonstration of implicit skill balancing in a truly collaborative virtual training task leading to heightened engagement, across both healthy subjects and stroke patients.

  8. Evolutionary games with coordination and self-dependent interactions

    NASA Astrophysics Data System (ADS)

    Király, Balázs; Szabó, György

    2017-01-01

    Multistrategy evolutionary games are studied on a square lattice when the pair interactions are composed of coordinations between strategy pairs and an additional term with self-dependent payoff. We describe a method for determining the strength of each elementary coordination component in n -strategy potential games. Using analytical and numerical methods, the presence and absence of Ising-type order-disorder phase transitions are studied when a single pair coordination is extended by some types of self-dependent elementary games. We also introduce noise-dependent three-strategy equivalents of the n -strategy elementary coordination games.

  9. Direct observation of children's preferences and activity levels during interactive and online electronic games.

    PubMed

    Sit, Cindy H P; Lam, Jessica W K; McKenzie, Thomas L

    2010-07-01

    Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.

  10. Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.

    PubMed

    Wang, Chong-Wen; Chan, Cecilia L W; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W C; Ho, Rainbow T H

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  11. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    PubMed Central

    Wang, Chong-Wen; Chan, Cecilia L. W.; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W. C.; Ho, Rainbow T. H.

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed. PMID:25032242

  12. Assessing Twenty-First Century Skills through a Teacher Created Video Game for High School Biology Students

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-01-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…

  13. Evolutionary dynamics of general group interactions in structured populations

    NASA Astrophysics Data System (ADS)

    Li, Aming; Broom, Mark; Du, Jinming; Wang, Long

    2016-02-01

    The evolution of populations is influenced by many factors, and the simple classical models have been developed in a number of important ways. Both population structure and multiplayer interactions have been shown to significantly affect the evolution of important properties, such as the level of cooperation or of aggressive behavior. Here we combine these two key factors and develop the evolutionary dynamics of general group interactions in structured populations represented by regular graphs. The traditional linear and threshold public goods games are adopted as models to address the dynamics. We show that for linear group interactions, population structure can favor the evolution of cooperation compared to the well-mixed case, and we see that the more neighbors there are, the harder it is for cooperators to persist in structured populations. We further show that threshold group interactions could lead to the emergence of cooperation even in well-mixed populations. Here population structure sometimes inhibits cooperation for the threshold public goods game, where depending on the benefit to cost ratio, the outcomes are bistability or a monomorphic population of defectors or cooperators. Our results suggest, counterintuitively, that structured populations are not always beneficial for the evolution of cooperation for nonlinear group interactions.

  14. Exploring the relationship between video game expertise and fluid intelligence

    PubMed Central

    Kokkinakis, Athanasios V.; Cowling, Peter I.; Drachen, Anders

    2017-01-01

    Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends’ correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level. PMID:29141019

  15. An Interactive Immersive Serious Game Application for Kunyu Quantu World Map

    NASA Astrophysics Data System (ADS)

    Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.

    2015-08-01

    In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.

  16. Socio-Linguistic Factors and Gender Mapping Across Real and Virtual World Cultures

    DTIC Science & Technology

    2012-07-25

    multiplayer online games and other virtual world environments. Which in- game features...decaste@sfu.ca ABSTRACT   This  study  examines  a  large  corpus  of   online   gaming  chat  and  avatar  names   to...chat  interactions  in   online   gaming   environments.     In   addition,   we   study   the   relationship  

  17. Problematic video game use: estimated prevalence and associations with mental and physical health.

    PubMed

    Mentzoni, Rune Aune; Brunborg, Geir Scott; Molde, Helge; Myrseth, Helga; Skouverøe, Knut Joachim Mår; Hetland, Jørn; Pallesen, Ståle

    2011-10-01

    A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.

  18. Motion interactive video games in home training for children with cerebral palsy: parents' perceptions.

    PubMed

    Sandlund, Marlene; Dock, Katarina; Häger, Charlotte K; Waterworth, Eva Lindh

    2012-01-01

    To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied. The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child. Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.

  19. Interactive Music Video Games and Children's Musical Development

    ERIC Educational Resources Information Center

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  20. Cyclic Game Dynamics Driven by Iterated Reasoning

    PubMed Central

    Frey, Seth; Goldstone, Robert L.

    2013-01-01

    Recent theories from complexity science argue that complex dynamics are ubiquitous in social and economic systems. These claims emerge from the analysis of individually simple agents whose collective behavior is surprisingly complicated. However, economists have argued that iterated reasoning–what you think I think you think–will suppress complex dynamics by stabilizing or accelerating convergence to Nash equilibrium. We report stable and efficient periodic behavior in human groups playing the Mod Game, a multi-player game similar to Rock-Paper-Scissors. The game rewards subjects for thinking exactly one step ahead of others in their group. Groups that play this game exhibit cycles that are inconsistent with any fixed-point solution concept. These cycles are driven by a “hopping” behavior that is consistent with other accounts of iterated reasoning: agents are constrained to about two steps of iterated reasoning and learn an additional one-half step with each session. If higher-order reasoning can be complicit in complex emergent dynamics, then cyclic and chaotic patterns may be endogenous features of real-world social and economic systems. PMID:23441191

  1. Understanding Protein Synthesis: An Interactive Card Game Discussion

    ERIC Educational Resources Information Center

    Lewis, Alison; Peat, Mary; Franklin, Sue

    2005-01-01

    Protein synthesis is a complex process and students find it difficult to understand. This article describes an interactive discussion "game" used by first year biology students at the University of Sydney. The students, in small groups, use the game in which the processes of protein synthesis are actioned by the students during a…

  2. Designing an optimal software intensive system acquisition: A game theoretic approach

    NASA Astrophysics Data System (ADS)

    Buettner, Douglas John

    The development of schedule-constrained software-intensive space systems is challenging. Case study data from national security space programs developed at the U.S. Air Force Space and Missile Systems Center (USAF SMC) provide evidence of the strong desire by contractors to skip or severely reduce software development design and early defect detection methods in these schedule-constrained environments. The research findings suggest recommendations to fully address these issues at numerous levels. However, the observations lead us to investigate modeling and theoretical methods to fundamentally understand what motivated this behavior in the first place. As a result, Madachy's inspection-based system dynamics model is modified to include unit testing and an integration test feedback loop. This Modified Madachy Model (MMM) is used as a tool to investigate the consequences of this behavior on the observed defect dynamics for two remarkably different case study software projects. Latin Hypercube sampling of the MMM with sample distributions for quality, schedule and cost-driven strategies demonstrate that the higher cost and effort quality-driven strategies provide consistently better schedule performance than the schedule-driven up-front effort-reduction strategies. Game theory reasoning for schedule-driven engineers cutting corners on inspections and unit testing is based on the case study evidence and Austin's agency model to describe the observed phenomena. Game theory concepts are then used to argue that the source of the problem and hence the solution to developers cutting corners on quality for schedule-driven system acquisitions ultimately lies with the government. The game theory arguments also lead to the suggestion that the use of a multi-player dynamic Nash bargaining game provides a solution for our observed lack of quality game between the government (the acquirer) and "large-corporation" software developers. A note is provided that argues this multi-player

  3. Shapley value redistribution of social wealth fosters cooperation in social dilemmas

    NASA Astrophysics Data System (ADS)

    Krawczyk, Przemysław; Płatkowski, Tadeusz

    2018-02-01

    We consider multiplayer social dilemma games played in a large population. The members of the population interact in randomly formed coalitions. Each coalition generates a social wealth (value), which is distributed among the coalition members according to their Shapley values. Evolution of the whole population is governed by the replicator equation. We demonstrate that application of the Shapley value fosters the time asymptotic cooperation in populations for various types of multiplayer social dilemmas.

  4. Network characteristics for server selection in online games

    NASA Astrophysics Data System (ADS)

    Claypool, Mark

    2008-01-01

    Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.

  5. Improving Prescripted Agent Behavior with Neuroevolution

    DTIC Science & Technology

    2005-01-01

    learned behaviors might be undesirable, violating the designer’s intentions. This problem could be avoided if game designers could specify an...compatible throughout evolution, and the problem of matching different topologies (Radcliffe 1993) is essentially avoided . Second, NEAT speciates the...interaction with NPCs, such as a Massive Multiplayer Online Role Playing Game ( MMORPG ), the ability for NPCs to slowly adapt to humans would keep the game

  6. Teaching Resistance through an interactive gaming lab

    NASA Astrophysics Data System (ADS)

    O'Brien, James G.; Sirokman, Greg; Rueckert, Franz; Cascio, Derek

    2015-04-01

    The use of gaming as an educational tool has proven to be an effective paradigm in modern pedagogy. Following the success of their previous work ``Sector Vector,'' the authors present a new interactive game-based laboratory to highlight the basic manipulation and calculation of resistors in circuits. ``Resistance is Futile'' delivers the lesson of basic resistor combinations in a game based exercise where teams build a continually evolving circuit. As the game progresses, students must develop long and short term plans to modify an ever-changing circuit and meet primary and secondary objectives. Each turn requires quick calculations of resistor combinations and the assessment of future options. Students are also exposed to the creation of a modular circuit, which may not conform to standard textbook examples. To determine a winner, the students work together to analyze and evaluate a potentially complex final circuit diagram. The dynamic atmosphere and competitive nature established by the gaming environment have been shown to increase student engagement and concept retention. In this presentation, we will discuss both the structure of the lab-based game and the pedagogical implications this implementation versus the traditional resistor combination laboratory exercise.

  7. Unreal Interactive Puppet Game Development Using Leap Motion

    NASA Astrophysics Data System (ADS)

    Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang

    2018-04-01

    This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.

  8. Physiological arousal deficits in addicted gamers differ based on preferred game genre.

    PubMed

    Metcalf, Olivia; Pammer, Kristen

    2014-01-01

    There has been significant discussion surrounding the psychopathology of excessive gaming and whether it constitutes an addiction. The current study investigated physiological and subjective levels of arousal in gamers of two genres and the relationship between sensation seeking and gaming addiction. Heart rate (HR), blood pressure (BP) and skin conductance were recorded at baseline, during gaming for 15 min and after gaming in 30 massively multiplayer online role-playing game (MMORPG) and 30 first-person shooter (FPS) male gamers. Gamers were identified as addicted using the Addiction-Engagement Questionnaire. Sensation seeking was measured using the Arnett Inventory of Sensation Seeking. Addicted MMORPG gamers (n=16) displayed significant decreases in cardiovascular activity during gaming compared to baseline and showed significant increases after gaming. Addicted FPS gamers (n=13) had significant increases in BP during gaming which decreased significantly after gaming. In comparison, non-addicted MMORPG gamers (n=14) had significant decreases in HR during gaming, whereas BP in non-addicted MMORPG and FPS gamers (n=17) increased during gaming and after gaming. There were no significant relationships between sensation seeking and addiction. There are physiological arousal deficits in addicted gamers, and these patterns differ according to the genre of game played. Copyright © 2013 S. Karger AG, Basel.

  9. MMORPG escapism predicts decreased well-being: examination of gaming time, game realism beliefs, and online social support for offline problems.

    PubMed

    Kaczmarek, Lukasz D; Drążkowski, Dariusz

    2014-05-01

    Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In the current study, we examined this topic by testing an integrative model of MMORPG escapism, which includes game realism beliefs, gaming time, offline social support, and online social support for offline problems. MMORPG players (N=1,056) completed measures of escapist motivation, game realism beliefs, social support, well-being, and reported gaming time. The tested structural equation model had a good fit to the data. We found that individuals with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, which, in turn, increased online support but decreased offline social support. Well-being was favorably affected by both online and offline social support, although offline social support had a stronger effect. The higher availability of online social support for offline problems did not compensate for the lower availability of offline support among MMORPG escapists. Understanding the psychological factors related to depletion of social resources in MMORPG players can help optimize MMORPGs as leisure activities.

  10. The Effect of Socioscientific Topics on Discourse within an Online Game Designed to Engage Middle School Students in Scientific Argumentation

    ERIC Educational Resources Information Center

    Craig-Hare, Jana; Ault, Marilyn; Rowland, Amber

    2017-01-01

    The purpose of this study was to investigate the types of argumentation discourse displayed by students when they engaged in chat as part of an online multiplayer game about both socioscientific and scientific topics. Specifically, this study analyzed discourse episodes created by middle school students as they discussed scientific and…

  11. An interactive in-game approach to user adjustment of stereoscopic 3D settings

    NASA Astrophysics Data System (ADS)

    Tawadrous, Mina; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Given the popularity of 3D film, content developers have been creating customizable stereoscopic 3D experiences for the user to enjoy at home. Stereoscopic 3D game developers often offer a `white box' approach whereby far too many controls and settings are exposed to the average consumer who may have little knowledge or interest to correctly adjust these settings. Improper settings can lead to users being uncomfortable or unimpressed with their own user-defined stereoscopic 3D experience. We have begun investigating interactive approaches to in-game adjustment of the various stereoscopic 3D parameters to reduce the reliance on the user doing so and thefore creating a more pleasurable stereoscopic 3D experience. In this paper, we describe a preliminary technique for interactively calibrating the various stereoscopic 3D parameters and we compare this interface with the typical slider-based control interface game developers utilize in commercial S3D games. Inspired by standard testing methodologies experienced at an optometrist, we've created a split-screen game with the same stereoscopic 3D game running in both screens, but with different interaxial distances. We expect that the interactive nature of the calibration will impact the final game experience providing us with an indication of whether in-game, interactive, S3D parameter calibration is a mechanism that game developers should adopt.

  12. Leadership in MMOGs: A Field of Research on Virtual Teams

    ERIC Educational Resources Information Center

    Mysirlaki, Sofia; Paraskeva, Fotini

    2012-01-01

    As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…

  13. Player-Game Interaction: An Ecological Analysis of Foreign Language Gameplay Activities

    ERIC Educational Resources Information Center

    Ibrahim, Karim

    2018-01-01

    This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…

  14. Augmented reality cube game for cognitive training: an interaction study.

    PubMed

    Boletsis, Costas; Mccallum, Simon

    2014-01-01

    There is the potential that cognitive activity may delay cognitive decline in people with mild cognitive impairment. Games provide both cognitive challenge and motivation for repeated use, a prerequisite for long lasting effect. Recent advances in technology introduce several new interaction methods, potentially leading to more efficient, personalized cognitive gaming experiences. In this paper, we present an Augmented Reality (AR) cognitive training game, utilizing cubes as input tools, and we test the cube interaction with a pilot study. The results of the study revealed the marker occlusion problem, and that novice AR users can adjust to the developed AR environment after a small number of sessions.

  15. Nursing students' attitudes toward video games and related new media technologies.

    PubMed

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  16. Program Evaluation: The Board Game--An Interactive Learning Tool for Evaluators

    ERIC Educational Resources Information Center

    Febey, Karen; Coyne, Molly

    2007-01-01

    The field of program evaluation lacks interactive teaching tools. To address this pedagogical issue, the authors developed a collaborative learning technique called Program Evaluation: The Board Game. The authors present the game and its development in this practitioner-oriented article. The evaluation board game is an adaptable teaching tool…

  17. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

    PubMed

    Lyons, Elizabeth Jane; Hatkevich, Claire

    2013-05-07

    Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those

  18. A slowly evolving host moves first in symbiotic interactions

    NASA Astrophysics Data System (ADS)

    Damore, James; Gore, Jeff

    2011-03-01

    Symbiotic relationships, both parasitic and mutualistic, are ubiquitous in nature. Understanding how these symbioses evolve, from bacteria and their phages to humans and our gut microflora, is crucial in understanding how life operates. Often, symbioses consist of a slowly evolving host species with each host only interacting with its own sub-population of symbionts. The Red Queen hypothesis describes coevolutionary relationships as constant arms races with each species rushing to evolve an advantage over the other, suggesting that faster evolution is favored. Here, we use a simple game theoretic model of host- symbiont coevolution that includes population structure to show that if the symbionts evolve much faster than the host, the equilibrium distribution is the same as it would be if it were a sequential game where the host moves first against its symbionts. For the slowly evolving host, this will prove to be advantageous in mutualisms and a handicap in antagonisms. The model allows for symbiont adaptation to its host, a result that is robust to changes in the parameters and generalizes to continuous and multiplayer games. Our findings provide insight into a wide range of symbiotic phenomena and help to unify the field of coevolutionary theory.

  19. Reciprocal Trust Mediates Deep Transfer of Learning between Games of Strategic Interaction

    ERIC Educational Resources Information Center

    Juvina, Ion; Saleem, Muniba; Martin, Jolie M.; Gonzalez, Cleotilde; Lebiere, Christian

    2013-01-01

    We studied transfer of learning across two games of strategic interaction. We found that the interpersonal relation between two players during and across two games influence development of reciprocal trust and transfer of learning from one game to another. We show that two types of similarities between the games affect transfer: (1) deep…

  20. [The influences of interaction during online gaming on sociability and aggression in real life].

    PubMed

    Fuji, Kei; Yoshida, Fujio

    2010-02-01

    This study examined the influences of online gaming on sociability and aggression in real life. It was hypothesized that the effects of online gaming would differ depending on the interaction style of the online-gamers. Online-gamers in Japan (n = 1 477) were asked to respond to questionnaires that measured interaction style during online gaming, the effects of sociability and aggression, as well as social and individual orientation in real life. Factor analysis of the scores for interaction style extracted five factors. Covariance structure analysis indicated that sociable interactions such as "Broadening relations" and "Feeling of belonging" promoted sociability in real life. In addition, "Release from daily hassles" promoted sociability and decreased aggression. In contrast, non-sociable and aggressive interactions decreased sociability and increased aggression. The results also suggested that a social orientation in real life promoted sociable interactions during game playing, while an individual orientation promoted non-sociable and aggressive interactions. These results supported the hypotheses and suggested that online gaming resulted in positive outcomes for those who are socially, but negative outcomes for those who are not.

  1. Evaluating the Impact of Player Experience in the Design of a Serious Game for Upper Extremity Stroke Rehabilitation.

    PubMed

    Cordeiro d'Ornellas, Marcos; Cargnin, Diego João; Cervi Prado, Ana Lúcia

    2015-01-01

    Video games have become a major entertainment industry and one of the most popular leisure forms, ranging from laboratory experiments to a mainstream cultural medium. Indeed, current games are multimodal and multidimensional products, relying on sophisticated features including not only a narrative-driven story but also impressive graphics and detailed settings. All of these elements helped to create a seamless and appealing product that have resulted in a growing number of players and in the number of game genres. Although video games have been used in education, simulation, and training, another application that exploits serious gaming is the exploration of player experience in the context of game research. Recent advances in the natural user interfaces and player experience have brought new perspectives on the in-game assessment of serious games. This paper evaluates the impact of player experience in the design of a serious game for upper extremity stroke rehabilitation. The game combines biofeedback and mirror neurons both in single and multiplayer mode. Results have shown that the game is a feasible solution to integrate serious games into the physical therapy routine.

  2. Digital Gaming Perspectives of Older Adults: Content vs. Interaction

    ERIC Educational Resources Information Center

    Marston, Hannah R.

    2013-01-01

    There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…

  3. A Trust Based Framework for Information Sharing Behavior in Command and Control Environments

    DTIC Science & Technology

    2013-06-01

    organizations under certain environmental contexts using the ELICIT multiplayer intelligence game . Like other existing work dealing with com- parative... multiplayer intelligence game ,” in Proc. 12th Int?l Command and Control Research and Technology Symposium, 2007. ...dictated by a combination of personality traits, organizational rules and the need to achieve mission objectives. For example, cooperation games often show

  4. GeoQuest an Interactive Role Playing game

    NASA Astrophysics Data System (ADS)

    Maraffi, Sabina; Sacerdoti, Francesco; Scamardella, Alessandra

    2015-04-01

    The acquisition of knowledge and enhancing skills at actual time requires different approaches, involving students as much as possible, taking advantage of informal learning strengths and opportunities of formal learning. In this perspective, the game seems to be a perfect vehicle, not a single student's playing but a cooperative one. The GeoQuest project consists of an interactive role-playing game which involves all students using a patented system: the "teaching projector". This system allows the interaction of the class group through the use of smartphones and tablets, and it shows in real-time the game progress to the whole class. Our role-playing game is based on three routes at different degrees. The students, divided into several categories (physicist, chemists, disseminators, technicians, historians) have to follow a geological trail in order to discover the present and the past of the Earth. During the path, students have to pass some doors in teamwork; they allow assessment and represent the main sharing/disclosure moment. The doors allow to modulate the activities according to single lesson, teaching unit, module. Main Objectives: Working on PC by themselves, students could be even more alone: it needs a best fitting between ICT and cooperative learning. Role-playing helps students to reach their goals easily through cooperation; this in order to avoid the risk of loneliness of Inquiry Based Science Education, preserving entirely the educational value. Science Research now is based on field expert interaction: the role-playing game categories reflect the necessary team to get their goal. The several roles allow everyone to enhance their own skills. the "teaching projector" allows students to comment and to evaluate the groups activities and route them, providing real-time corrections to everybody. The playing categories represent all the aspects of the research areas: from scientists (physicists, chemists), to technicians, to disseminators and

  5. Persistence Temperament Associated with Children Playing Math Games between Touch Panel and Embodied Interaction

    ERIC Educational Resources Information Center

    Jong, J-T.; Hong, J-C.; Yen, C-Y.

    2013-01-01

    The different designs of various interactive gaming controllers affect posture and muscle loading of the body. It is assumed that prolonged exposure to the interactive gaming controllers can affect the effectiveness in using the game for the purposes of learning. This study explores the differences in behavioural responses among students with…

  6. Fingerstroke time estimates for touchscreen-based mobile gaming interaction.

    PubMed

    Lee, Ahreum; Song, Kiburm; Ryu, Hokyoung Blake; Kim, Jieun; Kwon, Gyuhyun

    2015-12-01

    The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smartphone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models. Copyright © 2015 Elsevier B.V. All rights reserved.

  7. Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu

    2009-01-01

    The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…

  8. On the preservation of cooperation in two-strategy games with nonlocal interactions.

    PubMed

    Aydogmus, Ozgur; Zhou, Wen; Kang, Yun

    2017-03-01

    Nonlocal interactions such as spatial interaction are ubiquitous in nature and may alter the equilibrium in evolutionary dynamics. Models including nonlocal spatial interactions can provide a further understanding on the preservation and emergence of cooperation in evolutionary dynamics. In this paper, we consider a variety of two-strategy evolutionary spatial games with nonlocal interactions based on an integro-differential replicator equation. By defining the invasion speed and minimal traveling wave speed for the derived model, we study the effects of the payoffs, the selection pressure and the spatial parameter on the preservation of cooperation. One of our most interesting findings is that, for the Prisoners Dilemma games in which the defection is the only evolutionary stable strategy for unstructured populations, analyses on its asymptotic speed of propagation suggest that, in contrast with spatially homogeneous games, the cooperators can invade the habitat under proper conditions. Other two-strategy evolutionary spatial games are also explored. Both our theoretical and numerical studies show that the nonlocal spatial interaction favors diversity in strategies in a population and is able to preserve cooperation in a competing environment. A real data application in a virus mutation study echoes our theoretical observations. In addition, we compare the results of our model to the partial differential equation approach to demonstrate the importance of including non-local interaction component in evolutionary game models. Copyright © 2016 Elsevier Inc. All rights reserved.

  9. Interactive video dance games for healthy older adults.

    PubMed

    Studenski, S; Perera, S; Hile, E; Keller, V; Spadola-Bogard, J; Garcia, J

    2010-12-01

    Physical activity promotes health in older adults but participation rates are low. Interactive video dance games can increase activity in young persons but have not been designed for use with older adults. The purpose of this research was to evaluate healthy older adults' interest and participation in a dance game adapted for an older user. Healthy older adults were recruited from 3 senior living settings and offered three months of training and supervision using a video dance game designed for older people. Before and after the program, data was collected on vital signs, physical function and self reported quality of life. Feedback was obtained during and after training. Of 36 persons who entered (mean age 80.1 + 5.4 years, 83 % female), 25 completed the study. Completers were healthier than noncompleters. Completers showed gains in narrow walk time, self-reported balance confidence and mental health. While there were no serious adverse events, 4 of 11 noncompleters withdrew due to musculoskeletal complaints. Adapted Interactive video dance is feasible for some healthy older adults and may help achieve physical activity goals.

  10. Multimodality and interactivity: connecting properties of serious games with educational outcomes.

    PubMed

    Ritterfeld, Ute; Shen, Cuihua; Wang, Hua; Nocera, Luciano; Wong, Wee Ling

    2009-12-01

    Serious games have become an important genre of digital media and are often acclaimed for their potential to enhance deeper learning because of their unique technological properties. Yet the discourse has largely remained at a conceptual level. For an empirical evaluation of educational games, extra effort is needed to separate intertwined and confounding factors in order to manipulate and thus attribute the outcome to one property independent of another. This study represents one of the first attempts to empirically test the educational impact of two important properties of serious games, multimodality and interactivity, through a partial 2 x 3 (interactive, noninteractive by high, moderate, low in multimodality) factorial between-participants follow-up experiment. Results indicate that both multimodality and interactivity contribute to educational outcomes individually. Implications for educational strategies and future research directions are discussed.

  11. S3D depth-axis interaction for video games: performance and engagement

    NASA Astrophysics Data System (ADS)

    Zerebecki, Chris; Stanfield, Brodie; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Game developers have yet to embrace and explore the interactive stereoscopic 3D medium. They typically view stereoscopy as a separate mode that can be disabled throughout the design process and rarely develop game mechanics that take advantage of the stereoscopic 3D medium. What if we designed games to be S3D-specific and viewed traditional 2D viewing as a separate mode that can be disabled? The design choices made throughout such a process may yield interesting and compelling results. Furthermore, we believe that interaction within a stereoscopic 3D environment is more important than the visual experience itself and therefore, further exploration is needed to take into account the interactive affordances presented by stereoscopic 3D displays. Stereoscopic 3D displays allow players to perceive objects at different depths, thus we hypothesize that designing a core mechanic to take advantage of this viewing paradigm will create compelling content. In this paper, we describe Z-Fighter a game that we have developed that requires the player to interact directly along the stereoscopic 3D depth axis. We also outline an experiment conducted to investigate the performance, perception, and enjoyment of this game in stereoscopic 3D vs. traditional 2D viewing.

  12. Cooperation, psychological game theory, and limitations of rationality in social interaction.

    PubMed

    Colman, Andrew M

    2003-04-01

    Rational choice theory enjoys unprecedented popularity and influence in the behavioral and social sciences, but it generates intractable problems when applied to socially interactive decisions. In individual decisions, instrumental rationality is defined in terms of expected utility maximization. This becomes problematic in interactive decisions, when individuals have only partial control over the outcomes, because expected utility maximization is undefined in the absence of assumptions about how the other participants will behave. Game theory therefore incorporates not only rationality but also common knowledge assumptions, enabling players to anticipate their co-players' strategies. Under these assumptions, disparate anomalies emerge. Instrumental rationality, conventionally interpreted, fails to explain intuitively obvious features of human interaction, yields predictions starkly at variance with experimental findings, and breaks down completely in certain cases. In particular, focal point selection in pure coordination games is inexplicable, though it is easily achieved in practice; the intuitively compelling payoff-dominance principle lacks rational justification; rationality in social dilemmas is self-defeating; a key solution concept for cooperative coalition games is frequently inapplicable; and rational choice in certain sequential games generates contradictions. In experiments, human players behave more cooperatively and receive higher payoffs than strict rationality would permit. Orthodox conceptions of rationality are evidently internally deficient and inadequate for explaining human interaction. Psychological game theory, based on nonstandard assumptions, is required to solve these problems, and some suggestions along these lines have already been put forward.

  13. "I'm attached, and I'm a good guy/gal!": how character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games.

    PubMed

    Bowman, Nicholas David; Schultheiss, Daniel; Schumann, Christina

    2012-03-01

    One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.

  14. A Methodology to Assess UrbanSim Scenarios

    DTIC Science & Technology

    2012-09-01

    Education LOE – Line of Effort MMOG – Massively Multiplayer Online Game MC3 – Maneuver Captain’s Career Course MSCCC – Maneuver Support...augmented reality simulations, increased automation and artificial intelligence simulation, and massively multiplayer online games (MMOG), among...distribution is unlimited 12b. DISTRIBUTION CODE 13. ABSTRACT (maximum 200 words) Turn-based strategy games and simulations are vital tools for military

  15. Envisioning the Educational Possibilities of User-Created Virtual Worlds

    ERIC Educational Resources Information Center

    Antonacci, David M.; Modaress, Nellie

    2008-01-01

    Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…

  16. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    DTIC Science & Technology

    2006-01-01

    segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive...multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial

  17. Effectiveness of MMORPG-Based Instruction in Elementary English Education in Korea

    ERIC Educational Resources Information Center

    Suh, S.; Kim, S. W.; Kim, N. J.

    2010-01-01

    This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…

  18. Interactive Health Games

    MedlinePlus

    ... Safety Education) Food Safety Mobile Game (Department of Agriculture, Food Safety and Inspection Service) Michael's Inside Scoop: ... Safety Education) Food Safety Mobile Game (Department of Agriculture, Food Safety and Inspection Service) Foodborne Illness Food ...

  19. The Influence of an Educational Course on Language Expression and Treatment of Gaming Addiction for Massive Multiplayer Online Role-Playing Game (MMORPG) Players

    ERIC Educational Resources Information Center

    Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min

    2013-01-01

    Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…

  20. Design and Development Tools for the Systems Engineering Experience Accelerator. Volume 1

    DTIC Science & Technology

    2015-04-20

    This also shows the value of design and developing tools for SEEA. World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG...attributed to being the most significant inspiration for the multiplayer online battle arena genre. Valve Corporation acquired the intellectual...33 Game -Based Learning

  1. Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

    PubMed Central

    Hatkevich, Claire

    2013-01-01

    Background Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Methods Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. Results The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a

  2. A Cognitive Task Analysis for an Emergency Management Serious Game.

    PubMed

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2016-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.

  3. A Cognitive Task Analysis for an Emergency Management Serious Game

    PubMed Central

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2017-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper. PMID:29629430

  4. Model-based video segmentation for vision-augmented interactive games

    NASA Astrophysics Data System (ADS)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  5. Game Theory, Conditional Preferences, and Social Influence

    PubMed Central

    Stirling, Wynn C.; Felin, Teppo

    2013-01-01

    Neoclassical noncooperative game theory is based on a simple, yet powerful synthesis of mathematical and logical concepts: unconditional and immutable preference orderings and individual rationality. Although this structure has proven useful for characterizing competitive multi-player behavior, its applicability to scenarios involving complex social relationships is problematic. In this paper we directly address this limitation by the introduction of a conditional preference structure that permits players to modulate their preference orderings as functions of the preferences of other players. Embedding this expanded preference structure in a formal and graphical framework provides a systematic approach for characterizing a complex society. The result is an influence network that allows conditional preferences to propagate through the community, resulting in an emergent social model which characterizes all of the social relationships that exist and which leads to solution concepts that account for both group and individual interests. The Ultimatum game is presented as an example of how social influence can be modeled with conditional preferences. PMID:23451078

  6. Game theory, conditional preferences, and social influence.

    PubMed

    Stirling, Wynn C; Felin, Teppo

    2013-01-01

    Neoclassical noncooperative game theory is based on a simple, yet powerful synthesis of mathematical and logical concepts: unconditional and immutable preference orderings and individual rationality. Although this structure has proven useful for characterizing competitive multi-player behavior, its applicability to scenarios involving complex social relationships is problematic. In this paper we directly address this limitation by the introduction of a conditional preference structure that permits players to modulate their preference orderings as functions of the preferences of other players. Embedding this expanded preference structure in a formal and graphical framework provides a systematic approach for characterizing a complex society. The result is an influence network that allows conditional preferences to propagate through the community, resulting in an emergent social model which characterizes all of the social relationships that exist and which leads to solution concepts that account for both group and individual interests. The Ultimatum game is presented as an example of how social influence can be modeled with conditional preferences.

  7. Evaluating display fidelity and interaction fidelity in a virtual reality game.

    PubMed

    McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B

    2012-04-01

    In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

  8. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    ERIC Educational Resources Information Center

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  9. The Interactive Minority Game: a Web-based investigation of human market interactions

    NASA Astrophysics Data System (ADS)

    Laureti, Paolo; Ruch, Peter; Wakeling, Joseph; Zhang, Yi-Cheng

    2004-01-01

    The unprecedented access offered by the World Wide Web brings with it the potential to gather huge amounts of data on human activities. Here we exploit this by using a toy model of financial markets, the Minority Game (MG), to investigate human speculative trading behaviour and information capacity. Hundreds of individuals have played a total of tens of thousands of game turns against computer-controlled agents in the Web-based Interactive Minority Game. The analytical understanding of the MG permits fine-tuning of the market situations encountered, allowing for investigation of human behaviour in a variety of controlled environments. In particular, our results indicate a transition in players’ decision-making, as the markets become more difficult, between deductive behaviour making use of short-term trends in the market, and highly repetitive behaviour that ignores entirely the market history, yet outperforms random decision-making.

  10. Internet gaming addiction, problematic use of the internet, and sleep problems: a systematic review.

    PubMed

    Lam, Lawrence T

    2014-04-01

    The effect of problematic use of the Internet on mental health, particularly depression among young people, has been established but without a probable model for the underlying mechanism. In this study, a model is presented to describe possible pathways for the linkage between Internet gaming addiction and depression possibly mediated by sleep problems. A systematic review was conducted to gather epidemiological evidence to support or refute the link between addictive Internet gaming, problematic Internet use, and sleep problems including insomnia and poor sleep quality. Seven studies were identified through a systematic literature search, of these three related to addictive Internet gaming and four on problematic Internet uses and sleep problems. Information was extracted and analysed systematically from each of the studies and tabulated as a summary. Results of the review suggest that additive gaming, particularly massively multiplayer online role-playing games MMORPG, might be associated with poorer quality of sleep. Results further indicated that problematic Internet use was associated with sleep problems including subjective insomnia and poor sleep quality.

  11. Earth Girl Volcano: An Interactive Game for Disaster Preparedness

    NASA Astrophysics Data System (ADS)

    Kerlow, Isaac

    2017-04-01

    Earth Girl Volcano is an interactive casual strategy game for disaster preparedness. The project is designed for mainstream audiences, particularly for children, as an engaging and fun way to learn about volcano hazards. Earth Girl is a friendly character that kids can easily connect with and she helps players understand how to best minimize volcanic risk. Our previous award-winning game, Earth Girl Tsunami, has seen success on social media, and is available as a free app for both Android and iOS tables and large phones in seven languages: Indonesian, Thai, Tamil, Japanese, Chinese, Spanish, French and English. This is the first public viewing of the Earth Girl Volcano new game prototype.

  12. Online gaming in the context of social anxiety.

    PubMed

    Lee, Bianca W; Leeson, Peter R C

    2015-06-01

    In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  13. Physical Forces between Humans and How Humans Attract and Repel Each Other Based on Their Social Interactions in an Online World

    PubMed Central

    Thurner, Stefan; Fuchs, Benedikt

    2015-01-01

    Physical interactions between particles are the result of the exchange of gauge bosons. Human interactions are mediated by the exchange of messages, goods, money, promises, hostilities, etc. While in the physical world interactions and their associated forces have immediate dynamical consequences (Newton’s laws) the situation is not clear for human interactions. Here we quantify the relative acceleration between humans who interact through the exchange of messages, goods and hostilities in a massive multiplayer online game. For this game we have complete information about all interactions (exchange events) between about 430,000 players, and about their trajectories (movements) in the metric space of the game universe at any point in time. We use this information to derive “interaction potentials" for communication, trade and attacks and show that they are harmonic in nature. Individuals who exchange messages and trade goods generally attract each other and start to separate immediately after exchange events end. The form of the interaction potential for attacks mirrors the usual “hit-and-run" tactics of aggressive players. By measuring interaction intensities as a function of distance, velocity and acceleration, we show that “forces" between players are directly related to the number of exchange events. We find an approximate power-law decay of the likelihood for interactions as a function of distance, which is in accordance with previous real world empirical work. We show that the obtained potentials can be understood with a simple model assuming an exchange-driven force in combination with a distance-dependent exchange rate. PMID:26196505

  14. Physical Forces between Humans and How Humans Attract and Repel Each Other Based on Their Social Interactions in an Online World.

    PubMed

    Thurner, Stefan; Fuchs, Benedikt

    2015-01-01

    Physical interactions between particles are the result of the exchange of gauge bosons. Human interactions are mediated by the exchange of messages, goods, money, promises, hostilities, etc. While in the physical world interactions and their associated forces have immediate dynamical consequences (Newton's laws) the situation is not clear for human interactions. Here we quantify the relative acceleration between humans who interact through the exchange of messages, goods and hostilities in a massive multiplayer online game. For this game we have complete information about all interactions (exchange events) between about 430,000 players, and about their trajectories (movements) in the metric space of the game universe at any point in time. We use this information to derive "interaction potentials" for communication, trade and attacks and show that they are harmonic in nature. Individuals who exchange messages and trade goods generally attract each other and start to separate immediately after exchange events end. The form of the interaction potential for attacks mirrors the usual "hit-and-run" tactics of aggressive players. By measuring interaction intensities as a function of distance, velocity and acceleration, we show that "forces" between players are directly related to the number of exchange events. We find an approximate power-law decay of the likelihood for interactions as a function of distance, which is in accordance with previous real world empirical work. We show that the obtained potentials can be understood with a simple model assuming an exchange-driven force in combination with a distance-dependent exchange rate.

  15. Different gain/loss sensitivity and social adaptation ability in gifted adolescents during a public goods game.

    PubMed

    Chung, Dongil; Yun, Kyongsik; Kim, Jin Ho; Jang, Bosun; Jeong, Jaeseung

    2011-02-16

    Gifted adolescents are considered to have high IQs with advanced mathematical and logical performances, but are often thought to suffer from social isolation or emotional mal-adaptation to the social group. The underlying mechanisms that cause stereotypic portrayals of gifted adolescents are not well known. We aimed to investigate behavioral performance of gifted adolescents during social decision-making tasks to assess their affective and social/non-social cognitive abilities. We examined cooperation behaviors of 22 gifted and 26 average adolescents during an iterative binary public goods (PG) game, a multi-player social interaction game, and analyzed strategic decision processes that include cooperation and free-riding. We found that the gifted adolescents were more cooperative than average adolescents. Particularly, comparing the strategies for the PG game between the two groups, gifted adolescents were less sensitive to loss, yet were more sensitive to gain. Additionally, the behavioral characteristics of average adolescents, such as low trust of the group and herding behavior, were not found in gifted adolescents. These results imply that gifted adolescents have a high cognitive ability but a low ability to process affective information or to adapt in social groups compared with average adolescents. We conclude that gain/loss sensitivity and the ability to adapt in social groups develop to different degrees in average and gifted adolescents.

  16. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lin, E

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicatingmore » a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the

  17. Competitive active video games: Physiological and psychological responses in children and adolescents.

    PubMed

    Lisón, Juan F; Cebolla, Ausias; Guixeres, Jaime; Álvarez-Pitti, Julio; Escobar, Patricia; Bruñó, Alejandro; Lurbe, Empar; Alcañiz, Mariano; Baños, Rosa

    2015-10-01

    Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play. Competitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.

  18. Gaming Preferences, Motivations, and Experiences of Pharmacy Students in Asia.

    PubMed

    Chang, Huan Ying; Wong, Li Lian; Yap, Kai Zhen; Yap, Kevin Yi-Lwern

    2016-02-01

    Serious games are becoming popular in various healthcare domains. However, they should be designed to cater toward learners' perspectives, needs, and specifications in order to be used to their full potential in education. This study investigated the gaming experiences, motivations, and preferences of pharmacy students. An anonymous self-administered survey obtained participant demographics, gaming experiences (enjoyment level of different game genres, years of experience, gaming frequency and duration, and motivations), and gaming preferences (on in-game rewards, settings, storylines, perspectives, and styles). Descriptive statistics, t tests, analysis of variance, chi-squared tests, and Fisher's exact tests were used for analysis. The response rate was 69.1 percent (465/673 undergraduates). Role-playing games (RPGs) (4.12 ± 1.07) and massively multiplayer online RPGs (MMORPGs) (3.81 ± 1.26) had the highest enjoyment ratings. Males enjoyed imagination games (e.g., RPGs, MMORPGs) more than females, whereas females enjoyed simulation games more. Top motivating factors for respondents were progressing to the next level (3.63 ± 1.19), excitement (3.33 ± 1.33), and a feeling of efficacy when playing (3.02 ± 1.16). Unlocking mechanisms (25.2 percent) and experience points (17.6 percent) were the most popular in-game reward systems. Most respondents preferred a fantasy/medieval/mythic setting (59.8 percent) and an adventurer storyline (41.3 percent), with similar proportions preferring competitive (35.3 percent), cooperative (33.3 percent), and collaborative (30.8 percent) game styles. Different groups of pharmacy students differ in their gaming experiences, motivating factors, and preferences. There is no "one size fits all" game that is suitable for all pharmacy education. Such differences should be considered when developing a pharmacy game in order to cater to the diverse student population.

  19. Can an Interactive Digital Game Help French Learners Improve Their Pronunciation?

    ERIC Educational Resources Information Center

    Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica

    2017-01-01

    This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…

  20. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    ERIC Educational Resources Information Center

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…

  1. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  2. Use of an interactive game to increase food acceptance--a pilot study.

    PubMed

    Gillis, L

    2003-09-01

    Techniques to improve food selection in healthy children with long standing food refusal are limited. The use of educational games has been successful in getting children to increase knowledge in healthy eating, but it is uncertain whether this translates into behaviour change. Therefore the purpose of this study was to test the use of an interactive food game to increase food acceptance in healthy-weight school-age children with chronic food refusal. Children attended an outpatient clinic and played an interactive game with a therapist and one parent during which non-preferred foods were consumed. Weekly recording of food consumption occurred with diet analysis by a Registered Dietitian three times during a 1-year time span. The children increased their repertoire of foods and had a more balanced intake. The changes in intake were incorporated into their daily meal patterns in the home setting and were maintained for 1 year. An interactive food game is a successful tool for increasing food variety in healthy children with chronic food refusal. As this report included only three subjects, the results will be used for subsequent work on this topic.

  3. Trajectories of abstinence-induced Internet gaming withdrawal symptoms: A prospective pilot study.

    PubMed

    Kaptsis, Dean; King, Daniel L; Delfabbro, Paul H; Gradisar, Michael

    2016-12-01

    Internet Gaming Disorder (IGD) is positioned in the appendix of the DSM-5 as a condition requiring further study. The IGD criteria refer to withdrawal symptoms, including irritability, anxiety, or sadness, that follow cessation of Internet gaming (APA, 2013). The aim of this study was to prospectively examine the nature of Internet gaming withdrawal symptoms, if they occur, under gaming abstinence conditions. This study employed a repeated-measures protocol to examine the cognitive-affective reactions of participants undertaking an 84-h Internet gaming abstinence period. The sample included individuals who met the IGD criteria as well as those who regularly played Internet games but did not meet the IGD criteria. Outcome variables included affect (positive and negative), psychological distress (depression, anxiety, stress), and Internet gaming withdrawal symptoms (craving/urge, thoughts about gaming, inability to resist gaming). A total of 24 participants ( M age  = 24.6 years, SD  = 5.8) were recruited from online gaming communities, and completed a series of online surveys before, during, and after abstaining from Massively Multiplayer Online (MMO) games. Both the IGD group and the non-IGD group experienced an abstinence-induced decline in withdrawal symptomatology, negative affect, and psychological distress. The IGD group experienced its largest decline in withdrawal symptomatology within the first 24 h of abstinence. These preliminary data suggest that gaming withdrawal symptoms may follow, at least initially, negative linear and quadratic trends. Further prospective work in larger samples involving longer periods of abstinence is required to verify and expand upon these observations.

  4. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy.

    PubMed

    Li, Yue; Zhang, Lei; Long, Kehong; Gong, Hui; Lei, Hao

    2018-02-16

    A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex (PFC). It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  5. Outbreak!: Teaching Clinical and Diagnostic Microbiology Methodologies with an Interactive Online Game

    ERIC Educational Resources Information Center

    Clark, Sherri; Smith, Geoffrey Battle

    2004-01-01

    Outbreak! is an online, interactive educational game that helps students and teachers learn and evaluate clinical microbiology skills. When the game was used in introductory microbiology laboratories, qualitative evaluation by students showed very positive responses and increased learning. Outbreak! allows students to design diagnostic tests and…

  6. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents.

    PubMed

    VAN Rooij, Antonius J; Kuss, Daria J; Griffiths, Mark D; Shorter, Gillian W; Schoenmakers, M Tim; VAN DE Mheen, Dike

    2014-09-01

    The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

  7. A Differential Evolution Algorithm Based on Nikaido-Isoda Function for Solving Nash Equilibrium in Nonlinear Continuous Games

    PubMed Central

    He, Feng; Zhang, Wei; Zhang, Guoqiang

    2016-01-01

    A differential evolution algorithm for solving Nash equilibrium in nonlinear continuous games is presented in this paper, called NIDE (Nikaido-Isoda differential evolution). At each generation, parent and child strategy profiles are compared one by one pairwisely, adapting Nikaido-Isoda function as fitness function. In practice, the NE of nonlinear game model with cubic cost function and quadratic demand function is solved, and this method could also be applied to non-concave payoff functions. Moreover, the NIDE is compared with the existing Nash Domination Evolutionary Multiplayer Optimization (NDEMO), the result showed that NIDE was significantly better than NDEMO with less iterations and shorter running time. These numerical examples suggested that the NIDE method is potentially useful. PMID:27589229

  8. Using Music to Communicate Geoscience in Films, Videos and Interactive Games

    NASA Astrophysics Data System (ADS)

    Kerlow, I.

    2017-12-01

    Music is a powerful storytelling device and an essential component in today's movies and interactive games. Communicating Earth science can be enhanced and focused with the proper use of a musical score, particularly in the context of documentary films, television programs, interactive games and museum installations. This presentation presents five simple professional techniques to integrate music, visuals and voice-over narration into a single cohesive story that is emotionally engaging. It also presents five practical tips to improve the success of a musical collaboration. The concepts in question are illustrated with practical audio and video examples from real science projects.

  9. Stereogame: An Interactive Computer Game That Engages Students in Reviewing Stereochemistry Concepts

    ERIC Educational Resources Information Center

    da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr.

    2017-01-01

    This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…

  10. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    NASA Astrophysics Data System (ADS)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  11. Effects of game-like interactive graphics on risk perceptions and decisions.

    PubMed

    Ancker, Jessica S; Weber, Elke U; Kukafka, Rita

    2011-01-01

    Many patients have difficulty interpreting risks described in statistical terms as percentages. Computer game technology offers the opportunity to experience how often an event occurs, rather than simply read about its frequency. . To assess effects of interactive graphics on risk perceptions and decisions. . Electronic questionnaire. Participants and setting. Respondents (n = 165) recruited online or at an urban hospital. Intervention. Health risks were illustrated by either static graphics or interactive game-like graphics. The interactive search graphic was a grid of squares, which, when clicked, revealed stick figures underneath. Respondents had to click until they found a figure affected by the disease. Measurements. Risk feelings, risk estimates, intention to take preventive action. . Different graphics did not affect mean risk estimates, risk feelings, or intention. Low-numeracy participants reported significantly higher risk feelings than high-numeracy ones except with the interactive search graphic. Unexpectedly, respondents reported stronger intentions to take preventive action when the intention question followed questions about efficacy and disease severity than when it followed perceived risk questions (65% v. 34%; P < 0.001). When respondents reported risk feelings immediately after using the search graphic, the interaction affected perceived risk (the longer the search to find affected stick figures, the higher the risk feeling: ρ = 0.57; P = 0.009). Limitations. The authors used hypothetical decisions. . A game-like graphic that allowed consumers to search for stick figures affected by disease had no main effect on risk perception but reduced differences based on numeracy. In one condition, the game-like graphic increased concern about rare risks. Intentions for preventive action were stronger with a question order that focused first on efficacy and disease severity than with one that focused first on perceived risk.

  12. Interactive Video Gaming compared to Health Education in Older Adults with MCI: A Feasibility Study

    PubMed Central

    Hughes, Tiffany F.; Flatt, Jason D.; Fu, Bo; Butters, Meryl A.; Chang, Chung-Chou H.; Ganguli, Mary

    2014-01-01

    Objective We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared to health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment (MCI). Methods Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 minutes each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. Results All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were “very much” satisfied with the intervention. Bowling was enjoyed by the most participants, and was also the rated highest among the games for mental, social and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Conclusion Interactive video gaming is feasible for older adults with MCI and medium effects sizes in favor of the Wii group warrant a larger efficacy trial. PMID:24452845

  13. Opportunities and Challenges of Implementing Instructional Games in Mathematics Classrooms: Examining the Quality of Teacher-Student Interactions during the Cover-Up and Un-Cover Games

    ERIC Educational Resources Information Center

    Heshmati, Saeideh; Kersting, Nicole; Sutton, Taliesin

    2018-01-01

    This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that…

  14. Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications.

    PubMed

    Chu, Samuel Kai Wah; Kwan, Alvin C M; Reynolds, Rebecca; Mellecker, Robin R; Tam, Frankie; Lee, Grace; Hong, Athena; Leung, Ching Yin

    2015-06-01

    A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that involved game-based learning and participatory design approach was used to design, develop, modify, and optimize the game for use with secondary school students (n=1176) 12-16 years of age. Pre- and post-test scores of students' safer sex knowledge were compared to test the effectiveness of the game. Students' survey and interviews were analyzed to assess participant feelings and attitudes toward the game. The Wilcoxon Signed-Rank test indicated that students' sex knowledge (n=788) improved with a medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship and in awareness of making smart sexual choices were reported from student surveys and interviews. Students described the game as "interesting," "interactive," "informative," and "real-to-life." We advocate that the participatory design approach, which supports collaborative efforts of different stakeholders, is an effective framework for developing game-based learning tools for sex education. Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular interactive platforms, can be effective in promoting sex education to teenagers.

  15. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students' Experiences Using a Multiplayer Virtual World.

    PubMed

    Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li

    2016-12-16

    Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.

  16. Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development

    ERIC Educational Resources Information Center

    Ibrahim, Karim Hesham Shaker

    2016-01-01

    The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…

  17. Assessing the advantage of morphological changes in Candida albicans: a game theoretical study

    PubMed Central

    Tyc, Katarzyna M.; Kühn, Clemens; Wilson, Duncan; Klipp, Edda

    2014-01-01

    A range of attributes determines the virulence of human pathogens. During interactions with their hosts, pathogenic microbes often undergo transitions between distinct stages, and the ability to switch between these can be directly related to the disease process. Understanding the mechanisms and dynamics of these transitions is a key factor in understanding and combating infectious diseases. The human fungal pathogen Candida albicans exhibits different morphotypes at different stages during the course of infection (candidiasis). For example, hyphae are considered to be the invasive form, which causes tissue damage, while yeast cells are predominant in the commensal stage. Here, we described interactions of C. albicans with its human host in a game theoretic model. In the game, players are fungal cells. Each fungal cell can adopt one of the two strategies: to exist as a yeast or hyphal cell. We characterized the ranges of model parameters in which the coexistence of both yeast and hyphal forms is plausible. Stability analysis of the system showed that, in theory, a reduced ability of the host to specifically recognize yeast and hyphal cells can result in bi-stability of the microbial populations' profile. Inspired by the model analysis we reasoned that the types of microbial interactions can change during invasive candidiasis. We found that positive cooperation among fungal cells occurs in mild infections and an enhanced tendency to invade the host is associated with negative cooperation. The model can easily be extended to multi-player systems with direct application to identifying individuals that enhance either positive or negative cooperation. Results of the modeling approach have potential application in developing treatment strategies. PMID:24567730

  18. Games Con Men Play: The Semiosis of Deceptive Interaction.

    ERIC Educational Resources Information Center

    Hankiss, Agnes

    1980-01-01

    Analyzes some of the most frequent deceptive interactions as rendered through case histories of male con artists and their victims taken from police records. Discusses the recurrent elements in both the con-games strategies and victims' way of interpreting those strategies. (JMF)

  19. Test and Evaluation of the Malicious Activity Simulation Tool (MAST) in a Local Area Network (LAN) Running the Common PC Operating System Environment (COMPOSE)

    DTIC Science & Technology

    2013-09-01

    Malicious Activity Simulation Tool MMORPG Massively Multiplayer Online Role-Playing Game MMS Mission Management Server MOA Memorandum of Agreement MS...conferencing, and massively multiplayer online role- playing games (MMORPG). During all of these Internet-based exchanges and transactions, the Internet user...In its 2011 Internet Crime Report, the Internet Crime Complaint Center (IC3) stated there were more than 300,000 complaints of online criminal

  20. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

    PubMed Central

    VAN ROOIJ, ANTONIUS J.; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W.; SCHOENMAKERS, M. TIM; VAN DE MHEEN, DIKE

    2014-01-01

    Abstract Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. PMID:25317339

  1. Interaction times change evolutionary outcomes: Two-player matrix games.

    PubMed

    Křivan, Vlastimil; Cressman, Ross

    2017-03-07

    Two most influential models of evolutionary game theory are the Hawk-Dove and Prisoner's dilemma models. The Hawk-Dove model explains evolution of aggressiveness, predicting individuals should be aggressive when the cost of fighting is lower than its benefit. As the cost of aggressiveness increases and outweighs benefits, aggressiveness in the population should decrease. Similarly, the Prisoner's dilemma models evolution of cooperation. It predicts that individuals should never cooperate despite cooperation leading to a higher collective fitness than defection. The question is then what are the conditions under which cooperation evolves? These classic matrix games, which are based on pair-wise interactions between two opponents with player payoffs given in matrix form, do not consider the effect that conflict duration has on payoffs. However, interactions between different strategies often take different amounts of time. In this article, we develop a new approach to an old idea that opportunity costs lost while engaged in an interaction affect individual fitness. When applied to the Hawk-Dove and Prisoner's dilemma, our theory that incorporates general interaction times leads to qualitatively different predictions. In particular, not all individuals will behave as Hawks when fighting cost is lower than benefit, and cooperation will evolve in the Prisoner's dilemma. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Small Combat Arms Unit Leader Training Techniques: Rules of Play for Two Player/Multiplayer Infantry Mapboard Games.

    DTIC Science & Technology

    1979-01-01

    exercises for leadership training. Initial efforts led to the development of a mapboard game. The ’board game’ initially developed was a two-sided, free ... play map exercise for teaching infantry tactics to small unit leaders at the platoon level organizations. It was found, however, that for the benefits

  3. Zero-Determinant Strategies in Iterated Public Goods Game

    PubMed Central

    Pan, Liming; Hao, Dong; Rong, Zhihai; Zhou, Tao

    2015-01-01

    Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner’s Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents’ payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-player game where in each round each player will choose whether or not to put his tokens into a public pot, and the tokens in this pot are multiplied by a factor larger than one and then evenly divided among all players. The analytical and numerical results exhibit a similar yet different scenario to the case of two-player games: (i) with small number of players or a small multiplication factor, a player is able to unilaterally pin the expected total payoff of all other players; (ii) a player is able to set the ratio between his payoff and the total payoff of all other players, but this ratio is limited by an upper bound if the multiplication factor exceeds a threshold that depends on the number of players. PMID:26293589

  4. On the costs and benefits of gaming: the role of passion.

    PubMed

    Lafrenière, Marc-André K; Vallerand, Robert J; Donahue, Eric G; Lavigne, Geneviève L

    2009-06-01

    The dualistic model of passion defines passion as a strong inclination toward a self-defining activity that a person likes and values and in which he or she invests time and energy. The model proposes two distinct types of passion: harmonious and obsessive passion that predict adaptive and less adaptive outcomes respectively. In the present research, we were interested in assessing both the negative and positive consequences that can result from gaming. Participants (n = 222) were all players involved in massively multiplayer online games. They completed an online survey. Results from a canonical correlation revealed that both harmonious and obsessive passion were positively associated with the experience of positive affect while playing. However, only obsessive passion was also positively related to the experience of negative affect while playing. In addition, only obsessive passion was positively related to problematic behaviors generally associated with excessive gaming, the amount of time spent playing, and negative physical symptoms. Moreover, obsessive passion was negatively related to self-realization and unrelated to life satisfaction. Conversely, harmonious passion was positively associated with both types of psychological well-being. This general pattern of results suggests that obsessive passion for gaming is an important predictor of the negative outcomes of gaming, while harmonious passion seems to account for positive consequences. Future research directions are discussed in light of the dualistic model of passion.

  5. Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs)

    ERIC Educational Resources Information Center

    Lee, Joey J.; Hoadley, Christopher M.

    2007-01-01

    In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. This oversight has resulted in the failure of many attempts at edutainment, in spite of the acknowledged potential of video games to engage…

  6. Balancing game universes for playing without sight or hearing.

    PubMed

    Westin, Thomas; Furöstam, Malin; Yasasindhu, Roy; Norberg, Lena; Wiklund, Mats; Mozelius, Peter

    2015-01-01

    Equal access to cultural activities is important for inclusion and computer gaming is one of the most common activities in digital culture. However, many people with impairments are excluded from participating. While parallel game universes (PGUs) provide a method to achieve equal access, the question is: how can a balanced collaborative real-time game be designed with the help of PGU for playing without sight or hearing? Balance is a central concept in game design and is important to avoid perceived cheating or disadvantages due to individual or environmental differences. The question was examined with a design science approach, where a game prototype was created in two iterations with a structured design method and evaluated using interviews and observations. In this first step of a more long-term study, ten experienced gamers without impairments were selected with purposive sampling to provide relevant data through simulation of temporary impairments or environmental issues, which can affect many or all gamers. By sorting out these issues first, later testing with actual blind and deaf gamers can focus on more specific issues for each group. The ten participants played either without sight or hearing. The results confirm the use of PGUs for creating a balanced experience but also finds that while multiplayer feel is not optimal, it is a reasonable trade-off for universal access for blind and deaf being able to play together. The results also show that a help system and equal understanding of the game play between the blind and deaf players are important aspects to achieve game balance. Further research should be done involving actual blind and deaf gamers, and similar evaluations of game balance should be conducted with users having other types of impairments.

  7. Exploring the Use of a Multiplayer Game to Execute Light Infantry Company Missions

    DTIC Science & Technology

    2009-10-01

    training : (a) are trained sufficiently to implement the tasks (T), (b) need practice with implementing the task (P), and (c) are untrained on the task...approved for distribution: BARBARA A. BLACK, Ph.D. MICHELLE SAMS, Ph.D. Research Program Manager Director Training and...Maneuver Captains Career Course (MCCC) at Fort Benning, Georgia, have had limited success using training games. Early efforts to provide the MCCC with

  8. A Survey of Educational Games as Interaction Design Tools for Affective Learning: Thematic Analysis Taxonomy

    ERIC Educational Resources Information Center

    Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.

    2018-01-01

    A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…

  9. Interactive Games with an Assistive Robotic System for Hearing-Impaired Children.

    PubMed

    Uluer, Pinar; Akalin, Neziha; Gurpinar, Cemal; Kose, Hatice

    2017-01-01

    This paper presents an assistive robotic system, which can recognize and express sign language words from a predefined set, within interactive games to communicate with and teach hearing-impaired children sign language. The robotic system uses audio, visual and tactile feedback for interaction with the children and the teacher/researcher.

  10. Earth Girl Volcano: An Interactive Casual Game about Complex Volcanic Hazards

    NASA Astrophysics Data System (ADS)

    Kerlow, I.

    2017-12-01

    Earth Girl Volcano is an interactive casual strategy game for disaster preparedness. The project is designed for mainstream audiences, particularly for children, as an engaging and fun way to learn about volcano hazards, monitoring, and mitigation strategies. The game is deceptively simple but it provides a toolbox to address practically all volcanic hazards ranging from gas and ash fall to pyroclastic flows, lava and lahars. This presentation shows the basic dynamic to explore the area, assess the risk, choose the best-suited tools and execute a mitigation strategy within the available budget. This game is a real-time simulation of a crowd evacuation that allows players to intervene before and during the disaster.

  11. Minority game with local interactions due to the presence of herding behavior

    NASA Astrophysics Data System (ADS)

    Cajueiro, Daniel Oliveira; de Camargo, Reinaldo Soares

    2006-07-01

    In this Letter we introduce a framework to study local interactions due to the presence of herding behavior in a minority game. The idea behind this approach is to consider that some of the agents who play the game imitate some of their neighbors who are believed to be more informed than themselves. We show that under herding behavior the cooperation between the agents is less efficient than the one which arises in the standard minority game and that the curve volatility of the attendance size as a function of the memory may be a monotone decreasing curve.

  12. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts.

    PubMed

    Kaye, Linda K; Gresty, Claire E; Stubbs-Ennis, Natasha

    2017-12-01

    Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in gaming, and whether this varied by gaming context (massively multiplayer online [MMO] vs. first-person shooter [FPS]). Male online gamers (N = 193) were recruited, of which 112 were MMO players, and 81 were FPS players. It was found that identifying as male social identity was not related to sexist attitudes in either gaming context. However, more general gender-role beliefs were related to sexist attitudes. The findings indicate that although certain stereotypes exist (e.g., competence perceptions), these are not necessarily harvested by players' identities within communities, but may derive through more operational functions such as avatar gender.

  13. An Interactive Graphical Modeling Game for Teaching Musical Concepts.

    ERIC Educational Resources Information Center

    Lamb, Martin

    1982-01-01

    Describes an interactive computer game in which players compose music at a computer screen. They experiment with pitch and melodic shape and the effects of transposition, augmentation, diminution, retrograde, and inversion. The user interface is simple enough for children to use and powerful enough for composers to work with. (EAO)

  14. Bridging Media with the Help of Players

    NASA Astrophysics Data System (ADS)

    Nitsche, Michael; Drake, Matthew; Murray, Janet

    We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.

  15. Imaginative Interaction with Internet Games. For Children and Teachers

    ERIC Educational Resources Information Center

    Hannaford, Jeanette

    2012-01-01

    This article explores children's imaginative interaction with Internet games in the belief that an understanding of children's life experiences is essential to effective teaching and learning within the classroom. It is underpinned by the idea that imaginative play is, at least in some part, the work of children undertaking identity practice. It…

  16. Interactive video gaming compared with health education in older adults with mild cognitive impairment: a feasibility study.

    PubMed

    Hughes, Tiffany F; Flatt, Jason D; Fu, Bo; Butters, Meryl A; Chang, Chung-Chou H; Ganguli, Mary

    2014-09-01

    We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment. Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial. Copyright © 2014 John Wiley & Sons, Ltd.

  17. The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft

    NASA Astrophysics Data System (ADS)

    Lukacs, Andras; Embrick, David G.; Wright, Talmadge

    Prior analyses of player interactions within massive multi-player online environments (MMOs) rely predominantly on understanding the environments as spheres of leisure—places to "escape" the stress of the "real world." We find in our research on the World of Warcraft, a popular online role-playing game suggests that, in fact, social interaction within the game more closely resembles work. Successful play requires dedicated participants who choose to engage in a highly structured and time-consuming "process" of game progression. Simultaneously, players must also actively engage in the "emotional labor" of acceptably maintaining standards of sociability and guild membership constructed by their gaming peers. We posit that these expectations of both structured progression work and emotional maintenance work significantly blur the existing lines between categorizing work and leisure. While the assumption of leisure shrouds the general expectation of gaming interaction, we suggest a "play as work" paradigm more clearly captures the reality of the demands of The World of Warcraft.

  18. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  19. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  20. Clinical feasibility of interactive motion-controlled games for stroke rehabilitation.

    PubMed

    Bower, Kelly J; Louie, Julie; Landesrocha, Yoseph; Seedy, Paul; Gorelik, Alexandra; Bernhardt, Julie

    2015-08-02

    Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the feasibility of using a suite of motion-controlled games in individuals with stroke undergoing rehabilitation. Four games, which utilised a depth-sensing camera (PrimeSense), were developed and tested. The games could be played in a seated or standing position. Three games were controlled by movement of the torso and one by upper limb movement. Phase 1 involved consecutive recruitment of 40 individuals with stroke who were able to sit unsupported. Participants were randomly assigned to trial one game during a single session. Sixteen individuals from Phase 1 were recruited to Phase 2. These participants were randomly assigned to an intervention or control group. Intervention participants performed an additional eight sessions over four weeks using all four game activities. Feasibility was assessed by examining recruitment, adherence, acceptability and safety in both phases of the study. Forty individuals (mean age 63 years) completed Phase 1, with an average session time of 34 min. The majority of Phase 1 participants reported the session to be enjoyable (93 %), helpful (80 %) and something they would like to include in their therapy (88 %). Sixteen individuals (mean age 61 years) took part in Phase 2, with an average of seven 26-min sessions over four weeks. Reported acceptability was high for the intervention group and improvements over time were seen in several functional outcome measures. There were no serious adverse safety events reported in either phase of the study; however, a number of participants reported minor increases in pain. A post-stroke intervention using interactive motion-controlled games shows promise as a feasible and potentially effective treatment approach. This paper

  1. Speech Development of Autistic Children by Interactive Computer Games

    ERIC Educational Resources Information Center

    Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika

    2011-01-01

    Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…

  2. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    ERIC Educational Resources Information Center

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  3. Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women.

    PubMed

    Hall, Courtney D; Clevenger, Carolyn K; Wolf, Rachel A; Lin, James S; Johnson, Theodore M; Wolf, Steven L

    2016-01-01

    The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.

  4. Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method

    NASA Astrophysics Data System (ADS)

    See, Swee Lan; Tan, Mitchell; Looi, Qin En

    This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.

  5. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  6. Off-Policy Integral Reinforcement Learning Method to Solve Nonlinear Continuous-Time Multiplayer Nonzero-Sum Games.

    PubMed

    Song, Ruizhuo; Lewis, Frank L; Wei, Qinglai

    2017-03-01

    This paper establishes an off-policy integral reinforcement learning (IRL) method to solve nonlinear continuous-time (CT) nonzero-sum (NZS) games with unknown system dynamics. The IRL algorithm is presented to obtain the iterative control and off-policy learning is used to allow the dynamics to be completely unknown. Off-policy IRL is designed to do policy evaluation and policy improvement in the policy iteration algorithm. Critic and action networks are used to obtain the performance index and control for each player. The gradient descent algorithm makes the update of critic and action weights simultaneously. The convergence analysis of the weights is given. The asymptotic stability of the closed-loop system and the existence of Nash equilibrium are proved. The simulation study demonstrates the effectiveness of the developed method for nonlinear CT NZS games with unknown system dynamics.

  7. The immediate and long-term effects of time perspective on Internet gaming disorder.

    PubMed

    Lukavská, Kateřina

    2018-03-01

    Backgrounds and aims This study focuses on the role of time perspective (TP) in Internet gaming disorder (IGD). An inventory-based study on 377 massive multiplayer online role playing game players was conducted, followed by a 3-year-follow-up in which 48 active players from the original sample participated. We proposed that TP factors (negative TP and future positive TP) will influence either the current presence of IGD symptoms or the further development of IGD over time. In other words, the effect of TP is stable. Finally, game usage patterns were analyzed in the sense of changes in playing time and IGD symptoms in gamers after 3 years. Methods To access the variables, two scales were administered through online inventory, the Zimbardo Time Perspective Inventory-short, and Charlton and Danforths' Core Addiction Scale, both in 2012 (N = 377) and 2015 (N = 48). The amount of time that gamers usually spent playing were obtained through self-reports. Results The study's primary presumptions were confirmed. Both negative TP and future positive TP were confirmed as significant predictors of the presence of IGD symptoms, either immediately or in the following 3 years. Data on game usage showed a significant decrease in playing time and IGD symptoms between year 0 and year 3 of the study.

  8. Psychiatrists' Perceptions of World of Warcraft and Other MMORPGs.

    PubMed

    Lis, Eric; Chiniara, Carl; Wood, Megan A; Biskin, Robert; Montoro, Richard

    2016-06-01

    Video game use, particularly massively-multiplayer online games (MMOs) and massively-multiplayer online role-playing games (MMORPGs), has been a focus of considerable research in recent years. However, little is known regarding how mental health workers perceive patients and clients who report playing them. The present study examines whether psychiatrists play MMOs/MMORPGs and how they perceive those who play them. Psychiatrists (N = 48) at a tertiary care centre in Canada completed a questionnaire assessing history of playing video games as well as whether they associate such use with psychopathology. Only 36.7 % believed there was an association between psychopathology and MMO/MMORPG use. Implications for clinical practice and future research are discussed.

  9. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    NASA Astrophysics Data System (ADS)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

  10. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2016-01-01

    Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. PMID:28260834

  11. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    PubMed

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  12. Re-visiting internet addiction among Taiwanese students: a cross-sectional comparison of students' expectations, online gaming, and online social interaction.

    PubMed

    Lee, Yuan-Hsuan; Ko, Chih-Hung; Chou, Chien

    2015-04-01

    Using expectancy theory, this study aimed at identifying the attitudinal/behavioral factors that explain the relationship between Internet expectancies and Internet addiction among Taiwanese adolescents. A total of 25,573 students (49.8% boys and 50.2% girls) across junior and senior high schools participated in the study. The students reported on their background characteristics, general expectations from the Internet, attitudes toward online social interaction and online gaming, preferences in online social interaction, and dys-controlled online gaming behavior. Structural equation modeling was used to examine the indirect effects of Internet expectancies on Internet addiction through these attitudinal/behavioral factors. The results showed that Internet expectancies positively predicted students' attitudes toward online games and online social interaction, which in turn predicted their respective preferences or dys-controlled behavior and Internet addiction. The indirect effect of Internet expectancies was higher on Internet addiction via attitudes toward online gaming and dys-controlled online gaming than via attitudes toward and preferences of online social interaction. The indirect effects exhibited a larger impact on boys than on girls. The authors recommend that the expectancies of online gaming and social interaction be addressed in efforts to prevent and attenuate the severity of adolescent Internet addiction.

  13. Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey.

    PubMed

    Subramaniam, Mythily; Chua, Boon Yiang; Abdin, Edimansyah; Pang, Shirlene; Satghare, Pratika; Vaingankar, Janhavi A; Verma, Swapna; Ong, Say How; Picco, Louisa; Chong, Siow Ann

    2016-05-01

    The current study aimed to establish the prevalence of internet gaming disorder (IGD) and its association with demographic characteristics, game genre, game use (time spent on gaming), as well as psychological distress, social phobia and well-being among current online gamers in Singapore. A total of 1251 participants aged 13 to 40 years completed the study which was administered as a web survey. The online questionnaire was designed using QuestionPro, and consisted of 8 sections and 105 questions. The 9-item Internet Gaming Disorder Questionnaire was used to establish the prevalence of IGD in the study. A series of logistic regression models were used to examine the associations between IGD, demographic characteristics and game genre, as well as IGD and psychological distress, social phobia and well-being. The prevalence of IGD established using a cutoff of 5 among those who were current online gamers was 17.7%. Multiple logistic regressions revealed that those meeting criteria of IGD were more likely to be older, reported an earlier age of onset of playing online games, had primary and secondary education versus tertiary education, were currently students versus being currently employed and played massively multiplayer online role-playing games. Distress and social anxiety were higher while satisfaction with life was significantly lower among those who met criteria for IGD than those who did not meet the criteria. The prevalence of IGD and its negative consequences in our sample of current online gamers was significant and point towards the need for further clinical studies and innovative interventions to address the problem.

  14. Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.

    PubMed

    Buiza-Aguado, Carlos; Alonso-Canovas, Araceli; Conde-Mateos, Celia; Buiza-Navarrete, Juan Jose; Gentile, Douglas

    2018-06-01

    Problematic video gaming (PVG) is a concern for psychologists attending children and adolescents. Uniform diagnostic criteria are lacking, and risk factors are poorly understood. Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), and scales derived from its diagnostic criteria may be helpful to assess PVG. A multicenter study was conducted in secondary schools using an IGD-derived scale (dichotomous Nine-Item Internet Gaming Disorder Scale [IGD-9]), analyzing PVG-related variables. Seven hundred eight students (55.8 percent male) with mean age 15.6 ± 2.7 years were included. Seventy-three percent were gamers and 22 percent heavy gamers (HGs). Forty-five percent reported online gaming and 6.6 percent massive multiplayer online role-playing games (MMORPGs). Fifty-nine students (8.3 percent) scored 5 or more in IGD-9 and were classified as IGD+. HG and IGD+ subjects were more frequently male and online and MMORPG gamers (p < 0.01). However, IGD+ subjects had significantly worse psychosocial scores than IGD- (p < 0.001), while HGs did not significantly differ from casual gamers (p > 0.01). The multivariate analysis showed that IGD+ scores were significantly associated with worse psychosocial health and adjustment (p < 0.001), while the other variables (male sex, online and MMORPG gaming, and HG) were not significantly associated (p > 0.01). The IGD-9 scale scored positive in 8.3 percent of our sample. Unlike gaming time, this scale was associated with psychosocial disturbances, making it potentially useful as a screening method to detect candidates for clinical intervention.

  15. Age of Initiation and Internet Gaming Disorder: The Role of Self-Esteem.

    PubMed

    Beard, Charlotte L; Haas, Amie L; Wickham, Robert E; Stavropoulos, Vasileios

    2017-06-01

    The link between early initiation and problematic use has been observed for substance use disorders; however, this link has not been as clearly established for Internet gaming disorder (IGD). Available studies indicate that individuals who initiate Internet use at younger ages exhibit an increased risk for general Internet addiction. Prior research also suggests unique cognitive processes in online gaming, such that an individual's overall sense of self-worth can become contingent upon self-esteem derived from the gaming environment. The current research examines the mediational role of self-esteem variables in the relationship between age of initiation and IGD symptomatology. Data were analyzed from 1,044 adult participants (mean age = 30.90; standard deviation: 9.28; 35.0% female) recruited from Amazon Mechanical Turk who reported playing massively multiplayer online role-playing games. Age of gaming initiation is directly linked to IGD, as earlier age predicted overall IGD symptom severity (b = -0.10, 95% confidence interval [CI: -0.17, -0.03]), controlling for self-esteem factors. In addition, self-esteem factors emerged as mediators of the effect, where global self-esteem served as a protective factor (b = -0.05, 95% CI: [-0.07, -0.02]) and high gaming-contingent self-worth (GCSW; b = -0.10, 95% CI: [-0.15, -0.04]) was associated with more negative outcomes. Earlier age of gaming initiation is associated with IGD symptomatology. Although risks of screen time are often referred to in terms of physical consequences, the present study provides support regarding the inclusion of self-esteem factors in the link between early use and IGD.

  16. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    ERIC Educational Resources Information Center

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  17. [Operation and interaction peculiarities of diagnostic laboratories involved in providing protection from infectious diseases during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    PubMed

    Onishenko, G G; Popova, A Iu; Bragina, I V; Kuz'kin, B P; Ezhlova, E B; Demina, Iu V; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhova, V P; Grechanaia, T V; Tesheva, S Ch; Kulichenko, A N; Efremenko, D B; Manin, E A; Kuznetsova, I V; Parkhomenko, V V; Kulichenko, O A; Rafeenko, G K; Shcherbina, L I; Zavora, D L; Briukhanov, A F; Eldinova, V E; Iunicheva, Iu V; Derliatko, S K; Komarov, N S

    2015-01-01

    The experience of the organization and functioning of the laboratory network during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is considered. Efforts to establish an effective system of laboratory support, the order of work and interaction of diagnostic laboratories involved in diseases control of population during the Olympic Games are analyzed.

  18. Norm-Aware Socio-Technical Systems

    NASA Astrophysics Data System (ADS)

    Savarimuthu, Bastin Tony Roy; Ghose, Aditya

    The following sections are included: * Introduction * The Need for Norm-Aware Systems * Norms in human societies * Why should software systems be norm-aware? * Case Studies of Norm-Aware Socio-Technical Systems * Human-computer interactions * Virtual environments and multi-player online games * Extracting norms from big data and software repositories * Norms and Sustainability * Sustainability and green ICT * Norm awareness through software systems * Where To, From Here? * Conclusions

  19. Assessing the learning potential of an interactive digital game versus an interactive-style didactic lecture: the continued importance of didactic teaching in medical student education.

    PubMed

    Courtier, Jesse; Webb, Emily M; Phelps, Andrew S; Naeger, David M

    2016-12-01

    Games with educational intent offer a possible advantage of being more interactive and increasing learner satisfaction. We conducted a two-armed experiment to evaluate student satisfaction and content mastery for an introductory pediatric radiology topic, taught by either an interactive digital game or with a traditional didactic lecture. Medical students participating in a fourth-year radiology elective were invited to participate. Student cohorts were alternatively given a faculty-supervised 1h session playing a simple interactive digital Tic-tac-toe quiz module on pediatric gastrointestinal radiology or a 1h didactic introductory lecture on the same topic. Survey questions assessed the learners' perceived ability to recall the material as well as their satisfaction with the educational experience. Results of an end-of-rotation exam were reviewed to evaluate a quantitative measure of learning between groups. Survey responses were analyzed with a chi-squared test. Exam results for both groups were analyzed with a paired Student's t-test. Students in the lecture group had higher test scores compared to students in the game group (4.0/5 versus 3.6/5, P = 0.045). Students in the lecture group reported greater understanding and recall of the material than students in the game group (P < 0.001 and P = 0.004, respectively). Students in the lecture group perceived the lecture to be more enjoyable and a better use of their time compared to those in the game group (P = 0.04 and P < 0.001, respectively). There was no statistically significant difference between the lecture and game group in ability to maintain interest (P = 0.187). In comparison to pre-survey results, there was a statistically significant decrease in interest for further digital interactive materials reported by students in the game group (P = 0.146). Our experience supported the use of a traditional lecture over a digital game module. While these results might be affected by the

  20. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

  1. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  2. Identification and Classification of Player Types in Massive Multiplayer Online Games Using Avatar Behavior

    DTIC Science & Technology

    2011-08-01

    display specific characteristics that can be used to identify the player behind the avatar. This kind of information can be used by game companies to...bring in players. This kind of information can also be used to identify deviant behaviors such as ‘gold farming.’ Gold farming refers to the practice...unique behaviors associated with a player controlling the avatar. Some of the observable information used to identify these unique behaviors are

  3. Effect of Playing Interactive Computer Game on Distress of Insulin Injection Among Type 1 Diabetic Children

    PubMed Central

    Ebrahimpour, Fatemeh; Sadeghi, Narges; Najafi, Mostafa; Iraj, Bijan; Shahrokhi, Akram

    2015-01-01

    Background: Diabetic children and their families experience high level stress because of daily insulin injection. Objectives: This study was conducted to investigate the impact of an interactive computer game on behavioral distress due to insulin injection among diabetic children. Patients and Methods: In this clinical trial, thirty children (3-12 years) with type 1 diabetes who needed daily insulin injection were recruited and allocated randomly into two groups. Children in intervention groups received an interactive computer game and asked to play at home for a week. No special intervention was done for control group. The behavioral distress of groups was assessed before, during and after the intervention by Observational Scale of Behavioral Distress–Revised (OSBD-R). Results: Repeated measure ANOVA test showed no significantly difference of OSBD-R over time for control group (P = 0.08), but this changes is signification in the study group (P = 0.001). Comparison mean score of distress were significantly different between two groups (P = 0.03). Conclusions: According to the findings, playing interactive computer game can decrease behavioral distress induced by insulin injection in type 1 diabetic children. It seems this game can be beneficial to be used alongside other interventions. PMID:26199708

  4. Flow Experiences of Children in an Interactive Social Game Environment

    ERIC Educational Resources Information Center

    Inal, Yavuz; Cagiltay, Kursat

    2007-01-01

    This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children…

  5. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  6. Two Dimensional Display for a Naval Duel: Man-Machine Interactive Game.

    DTIC Science & Technology

    Man-machine interactive games simulating naval duels are being conducted at the University of Pennsylvania. The players act as the commanding...officers of their respective vessels. They navigate, detect, and analyze their own and their opponent’s activities in the duel . The report describes the two

  7. Game Design to Measure Reflexes and Attention Based on Biofeedback Multi-Sensor Interaction

    PubMed Central

    Ortiz-Vigon Uriarte, Inigo de Loyola; Garcia-Zapirain, Begonya; Garcia-Chimeno, Yolanda

    2015-01-01

    This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio. PMID:25789493

  8. Effectiveness of interactive, online games in learning neuroscience and students' perception of the games as learning tools. A pre-experimental study.

    PubMed

    Thompson, Marilyn E; Ford, Ruth; Webster, Andrew

    2011-01-01

    Neurological concepts applicable to a doctorate in occupational therapy are often challenging to comprehend, and students are required to demonstrate critical reasoning skills beyond simply recalling the information. To achieve this, various learning and teaching strategies are used, including the use of technology in the classroom. The availability of technology in academic settings has allowed for diverse and active teaching approaches. This includes videos, web-based instruction, and interactive online games. In this quantitative pre-experimental analysis, the learning and retention of neuroscience concepts by 30 occupational therapy doctoral students, who participated in an interactive online learning experience, were assessed. The results suggest that student use of these tools may enhance their learning of neuroscience. Furthermore, the students felt that the sites were appropriate, beneficial to them, and easy to use. Thus, the use of online, interactive neuroscience games may be effective in reinforcing lecture materials. This needs to be further assessed in a larger sample size.

  9. Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea

    ERIC Educational Resources Information Center

    Kim, Do Kyun; Dinu, Lucian F.; Chung, Wonjon

    2013-01-01

    Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations,…

  10. Design of robotic leg and physiotherapy (ROLEP) assist with interactive game

    NASA Astrophysics Data System (ADS)

    Hasan, A. F.; Husin, M. F. Che; Hashim, M. N.; Rosli, K. A.; Roslim, F. R. A.; Abidin, A. F. Z.

    2017-09-01

    Injuries in certain parts of the feet can cause a person to have difficulty in walking or running if it is not treated through physiotherapy. In Malaysia, therapy centers only provide a service or the use of basic tools that are not efficient as more sophisticated equipment requires a high cost. In fact, exercise requiring close monitoring physiotherapist are also at a high cost. Therefore, using robot therapy is a new technology that can provide an alternative way to solve this problem. The implementation of this project has produced a robotic physiotherapy which has one degree of freedom, portable and inexpensive way to help the movement of the patient's leg. It covers basic electrical circuits, mechanical components, programming and has been combined with an interactive game as the main driver. ROLEP (Robotic-Leg-Physiotherapy) is able to help patients through the therapy process. It was built using CT-UNO as its microprocessor connected to MD10-C which acted as the motor driver. The interactive game produced by using Unity game software is a key driver in getting rid of boredom and reduce pain. As a result, ROLEP designed can operate well within its range of the patient's weight. It has the advantage of portability and easy to use by the patients. ROLEP expected to help patients undergoing therapy process more efficient and interesting in the process of recovery.

  11. Spatial correlated games

    PubMed Central

    2017-01-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3, 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs. PMID:29291120

  12. Gaming for health: a systematic review of the physical and cognitive effects of interactive computer games in older adults.

    PubMed

    Bleakley, Chris M; Charles, Darryl; Porter-Armstrong, Alison; McNeill, Michael D J; McDonough, Suzanne M; McCormack, Brendan

    2015-04-01

    This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population. © The Author(s) 2013.

  13. Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

    PubMed Central

    “Skip” Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-01-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. PMID:21527091

  14. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  15. Interactive decision-making in people with schizotypal traits: a game theory approach

    PubMed Central

    Wout, Mascha van ’t; Sanfey, Alan G.

    2010-01-01

    Studies that have investigated whether deficits in social cognition observed in schizophrenia are also present in schizotypal individuals have largely been inconclusive, and none of these studies have examined social interactive behavior. Here, we investigated interactive decision-making behavior in individuals differing in the amount of schizotypal symptoms using tasks derived from Game Theory. In total 1691 undergraduate students were screened with the Schizotypal Personality Questionnaire-Brief version. We selected 69 people distributed across the full schizotypal continuum to participate in Ultimatum and Dictator Games in which they played against human and non-human, computer partners. The results showed that higher levels of schizotypal symptoms, particularly positive and disorganized schizotypy, were related to proposing higher offers to all partners. Additionally, the amount of interpersonal schizotypal symptoms was associated with an increased acceptance rate of very unfair offers from human partners, possibly reflecting a blunted emotional response to such offers. We conclude that positive and disorganized schizotypal symptoms are associated with less adequate bargaining behavior, similar to what has been recently observed in patients with schizophrenia. The observed similarities on Ultimatum Game behavior between patients with schizophrenia and individuals with more schizotypal symptoms contribute to the growing evidence that social cognitive deficits may represent a marker of vulnerability to schizophrenia. PMID:20538347

  16. Neurobiological correlates of internet gaming disorder: Similarities to pathological gambling.

    PubMed

    Fauth-Bühler, M; Mann, K

    2017-01-01

    The number of massively multiplayer online games (MMOs) is on the rise worldwide along with the fascination that they inspire. Problems occur when the use of MMOs becomes excessive at the expense of other life domains. Although not yet formally included as disorder in common diagnostic systems, internet gaming disorder (IGD) is considered a "condition for further study" in section III of the DSM-5. The current review aims to provide an overview of cognitive and neurobiological data currently available on IGD, with a particular focus on impulsivity, compulsivity, and sensitivity to reward and punishment. Additionally, we also compare these findings on IGD with data from studies on pathological gambling (PG)-so far the only condition officially classified as a behavioral addiction in the DSM-5. Multiple similarities have been observed in the neurobiology of IGD and PG, as measured by alterations in brain function and behavior. Both patients with IGD and those with PG exhibited decreased loss sensitivity; enhanced reactivity to gaming and gambling cues, respectively; enhanced impulsive choice behavior; aberrant reward-based learning; and no changes in cognitive flexibility. In conclusion, the evidence base on the neurobiology of gaming and gambling disorders is beginning to illuminate the similarities between the two. However, as only a few studies have addressed the neurobiological basis of IGD, and some of these studies suffer from significant limitations, more research is required before IGD's inclusion as a second behavioral addiction in the next versions of the ICD and DSM can be justified. Copyright © 2015 Elsevier Ltd. All rights reserved.

  17. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

    ERIC Educational Resources Information Center

    Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen

    2016-01-01

    In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…

  18. What Happened Next? Making and Using an Interactive DVD Quiz Game

    ERIC Educational Resources Information Center

    Sluman, Jonny

    2013-01-01

    In this article Jonny Sluman describes how he adapted an interactive DVD quiz game at a Christmas family get-together into an exciting, creative science activity to teach his students. The rounds included: a "quick fire" question round, a "what happened next" round, a music round, and a "spot the difference" round.…

  19. Educational Games for Learning

    ERIC Educational Resources Information Center

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  20. Examining Energy Expenditure in Youth Using XBOX Kinect: Differences by Player Mode.

    PubMed

    Barkman, Jourdin; Pfeiffer, Karin; Diltz, Allie; Peng, Wei

    2016-06-01

    Replacing sedentary time with physical activity through new generation exergames (eg, XBOX Kinect) is a potential intervention strategy. The study's purpose was to compare youth energy expenditure while playing different exergames in single- vs. multiplayer mode. Participants (26 male, 14 female) were 10 to 13 years old. They wore a portable metabolic analyzer while playing 4 XBOX Kinect games for 15 minutes each (2 single-, 2 multiplayer). Repeated-measures ANOVA (with Bonferroni correction) was used to examine player mode differences, controlling for age group, sex, weight status, and game. There was a significant difference in energy expenditure between single player (mean = 15.4 ml/kg/min, SD = 4.5) and multiplayer mode (mean = 16.8 ml/kg/min, SD = 4.7). Overweight and obese participants (mean = 13.7 ml/kg/min, SD = 4.2) expended less energy than normal weight (mean = 17.8 ml/kg/min, SD = 4.5) during multiplayer mode (d = 0.93). Player mode, along with personal factors such as weight status, may be important to consider in energy expenditure during exergames.

  1. Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii.

    PubMed

    Jin, Seung-A Annie; Park, Namkee

    2009-12-01

    The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.

  2. Some dynamics of signaling games.

    PubMed

    Huttegger, Simon; Skyrms, Brian; Tarrès, Pierre; Wagner, Elliott

    2014-07-22

    Information transfer is a basic feature of life that includes signaling within and between organisms. Owing to its interactive nature, signaling can be investigated by using game theory. Game theoretic models of signaling have a long tradition in biology, economics, and philosophy. For a long time the analyses of these games has mostly relied on using static equilibrium concepts such as Pareto optimal Nash equilibria or evolutionarily stable strategies. More recently signaling games of various types have been investigated with the help of game dynamics, which includes dynamical models of evolution and individual learning. A dynamical analysis leads to more nuanced conclusions as to the outcomes of signaling interactions. Here we explore different kinds of signaling games that range from interactions without conflicts of interest between the players to interactions where their interests are seriously misaligned. We consider these games within the context of evolutionary dynamics (both infinite and finite population models) and learning dynamics (reinforcement learning). Some results are specific features of a particular dynamical model, whereas others turn out to be quite robust across different models. This suggests that there are certain qualitative aspects that are common to many real-world signaling interactions.

  3. Some dynamics of signaling games

    PubMed Central

    Huttegger, Simon; Skyrms, Brian; Tarrès, Pierre; Wagner, Elliott

    2014-01-01

    Information transfer is a basic feature of life that includes signaling within and between organisms. Owing to its interactive nature, signaling can be investigated by using game theory. Game theoretic models of signaling have a long tradition in biology, economics, and philosophy. For a long time the analyses of these games has mostly relied on using static equilibrium concepts such as Pareto optimal Nash equilibria or evolutionarily stable strategies. More recently signaling games of various types have been investigated with the help of game dynamics, which includes dynamical models of evolution and individual learning. A dynamical analysis leads to more nuanced conclusions as to the outcomes of signaling interactions. Here we explore different kinds of signaling games that range from interactions without conflicts of interest between the players to interactions where their interests are seriously misaligned. We consider these games within the context of evolutionary dynamics (both infinite and finite population models) and learning dynamics (reinforcement learning). Some results are specific features of a particular dynamical model, whereas others turn out to be quite robust across different models. This suggests that there are certain qualitative aspects that are common to many real-world signaling interactions. PMID:25024209

  4. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

    PubMed

    Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien

    2017-11-01

    This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

    PubMed

    Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-03-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. © 2011 Diabetes Technology Society.

  6. Games network and application to PAs system.

    PubMed

    Chettaoui, C; Delaplace, F; Manceny, M; Malo, M

    2007-02-01

    In this article, we present a game theory based framework, named games network, for modeling biological interactions. After introducing the theory, we more precisely describe the methodology to model biological interactions. Then we apply it to the plasminogen activator system (PAs) which is a signal transduction pathway involved in cancer cell migration. The games network theory extends game theory by including the locality of interactions. Each game in a games network represents local interactions between biological agents. The PAs system is implicated in cytoskeleton modifications via regulation of actin and microtubules, which in turn favors cell migration. The games network model has enabled us a better understanding of the regulation involved in the PAs system.

  7. On a Quest for English

    ERIC Educational Resources Information Center

    Waters, John K.

    2007-01-01

    This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…

  8. Representation of Cultural Role-Play for Training

    NASA Technical Reports Server (NTRS)

    Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na

    2010-01-01

    The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

  9. Spatial structure favors cooperative behavior in the snowdrift game with multiple interactive dynamics

    NASA Astrophysics Data System (ADS)

    Su, Qi; Li, Aming; Wang, Long

    2017-02-01

    Spatial reciprocity is generally regarded as a positive rule facilitating the evolution of cooperation. However, a few recent studies show that, in the snowdrift game, spatial structure still could be detrimental to cooperation. Here we propose a model of multiple interactive dynamics, where each individual can cooperate and defect simultaneously against different neighbors. We realize individuals' multiple interactions simply by endowing them with strategies relevant to probabilities, and every one decides to cooperate or defect with a probability. With multiple interactive dynamics, the cooperation level in square lattices is higher than that in the well-mixed case for a wide range of cost-to-benefit ratio r, implying that spatial structure favors cooperative behavior in the snowdrift game. Moreover, in square lattices, the most favorable strategy follows a simple relation of r, which confers theoretically the average evolutionary frequency of cooperative behavior. We further extend our study to various homogeneous and heterogeneous networks, which demonstrates the robustness of our results. Here multiple interactive dynamics stabilizes the positive role of spatial structure on the evolution of cooperation and individuals' distinct reactions to different neighbors can be a new line in understanding the emergence of cooperation.

  10. A Novel Multiplayer Screen-Based Simulation Experience for African Learners Improved Confidence in Management of Postpartum Hemorrhage.

    PubMed

    Taekman, Jeffrey M; Foureman, Megan F; Bulamba, Fred; Steele, Michael; Comstock, Emily; Kintu, Andrew; Mauritz, Amy; Olufolabi, Adeyemi

    2017-01-01

    Postpartum hemorrhage (PPH) remains a global challenge, affecting thirteen million women each year. In addition, PPH is a leading cause of maternal mortality in Asia and Africa. In the U.S.A., care of critically ill patients is often practiced using mannequin-based simulation. Mannequin-based simulation presents challenges in global health, particularly in low- or middle-income countries. We developed a novel multiplayer screen-based simulation in a virtual world enabling the practice of team coordination with PPH. We used this simulation with learners in Mulago, Uganda. We hypothesized that a multiplayer screen-based simulation experience would increase learner confidence in their ability to manage PPH. The study design was a simple pre- and a post-intervention survey. Forty-eight interprofessional subjects participated in one of nine 1-h simulation sessions using the PPH software. A fifteen-question self-assessment administered before and after the intervention was designed to probe the areas of learning as defined by Bloom and Krathwohl: affective, cognitive, and psychomotor. Combined confidence scores increased significantly overall following the simulation experience and individually in each of the three categories of Bloom's Taxonomy: affective, cognitive, and psychomotor. We provide preliminary evidence that multiplayer screen-based simulation represents a scalable, distributable form of learning that may be used effectively in global health education and training. Interestingly, despite our intervention being screen-based, our subjects showed improved confidence in their ability to perform psychomotor tasks. Although there is precedent for mental rehearsal improving performance, further research is needed to understand this finding.

  11. Game Design & Development: Using Computer Games as Creative and Challenging Assignments

    ERIC Educational Resources Information Center

    Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange

    2008-01-01

    This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…

  12. From boring to scoring - a collaborative serious game for learning and practicing mathematical logic for computer science education

    NASA Astrophysics Data System (ADS)

    Schäfer, Andreas; Holz, Jan; Leonhardt, Thiemo; Schroeder, Ulrik; Brauner, Philipp; Ziefle, Martina

    2013-06-01

    In this study, we address the problem of low retention and high dropout rates of computer science university students in early semesters of the studies. Complex and high abstract mathematical learning materials have been identified as one reason for the dropout rate. In order to support the understanding and practicing of core mathematical concepts, we developed a game-based multitouch learning environment in which the need for a suitable learning environment for mathematical logic was combined with the ability to train cooperation and collaboration in a learning scenario. As application domain, the field of mathematical logic had been chosen. The development process was accomplished along three steps: First, ethnographic interviews were run with 12 students of computer science revealing typical problems with mathematical logic. Second, a multitouch learning environment was developed. The game consists of multiple learning and playing modes in which teams of students can collaborate or compete against each other. Finally, a twofold evaluation of the environment was carried out (user study and cognitive walk-through). Overall, the evaluation showed that the game environment was easy to use and rated as helpful: The chosen approach of a multiplayer game supporting competition, collaboration, and cooperation is perceived as motivating and "fun."

  13. Social Learning in MMOG: An Activity Theoretical Perspective

    ERIC Educational Resources Information Center

    Ang, Chee Siang; Zaphiris, Panayiotis

    2008-01-01

    Purpose: Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look…

  14. Reciprocity phase in various 2×2 games by agents equipped with two-memory length strategy encouraged by grouping for interaction and adaptation.

    PubMed

    Wakiyama, Motoya; Tanimoto, Jun

    2011-01-01

    This paper numerically investigates 2×2 games involving the Prisoner's Dilemma, Chicken, Hero, Leader, Stag Hunt, and Trivial Games in which agents have a strategy expressed by five-bit, two-memory length. Our motivation is to explore how grouping for game interaction and strategy adaptation influence ST reciprocity and R reciprocity (Tanimoto and Sagara, 2007a [Tanimoto, J., Sagara, H., 2007a. A study on emergence of coordinated alternating reciprocity in a 2×2 game with 2-memory length strategy. Biosystems 90(3), 728-737]. Enhanced R reciprocity is observed with the stronger grouping for game interaction when a relatively stronger grouping for strategy adaptation is assumed. On the other hand, enhanced ST reciprocity emerged with the stronger grouping for strategy adaptation when the relatively weaker grouping for game interaction is imposed. Our numerical experiment deals with those two groupings independently and dependently. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  15. `Our Changing Climate' - A new interactive game about weather, climate, the Earth's energy budget and the impacts caused by climate change

    NASA Astrophysics Data System (ADS)

    Colon-Robles, M.; Lorentz, K.; Ruhlman, K.; Gilman, I.; Chambers, L. H.

    2010-12-01

    ‘Our Changing Climate’ is a brand new game developed at NASA’s Langley Research Center by the Informal Education group and the Science Directorate to educate the public on Earth’s climate system how the Sun, ocean, atmosphere, clouds, ice, land, and life interact with each other, and how these interactions are changing due to anthropogenic effects. The game was designed for students in middle school (5th and 8th grade) between the ages of 10-14 as part of the NASA's Summer of Innovation campaign for excellence in science, technology, engineering and mathematics, or STEM, education. The game, ‘Our Changing Climate’, is composed of a series of interactive boards, featuring the following topics: (1) the difference between weather and climate - “Weather vs Climate”, (2) the interactions of clouds and greenhouse gases on short and long wave radiation - “Greenhouse Gases and Clouds”, and (3) the definition of albedo and the importance of bright surfaces over the Arctic - “Arctic Temperature”. Each interactive board presents a climate system and steps the student or spectator through the climate interaction using “clues” and hands-on items that they need to put correctly on the board to understand the concept. Once the student or spectator finishes this part, they then have a better grasp of the concept and are able to understand how these interactions are changing due to the increase in average global temperature. This knowledge is then tested or “driven home” with interactive questions that show how these interactions in our climate are changing today. The concept is then reinforced with an example of a recent event presented in the media. The game has been piloted in outreach and informal settings, as well as for professional development of educators. The game, interactions and engagement of each of the audiences mentioned will be presented.

  16. Skills-O-Mat: Computer Supported Interactive Motion- and Game-Based Training in Mixing Alginate in Dental Education

    ERIC Educational Resources Information Center

    Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole

    2013-01-01

    The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…

  17. Online Strategy Games.

    ERIC Educational Resources Information Center

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  18. A framework for cognitive monitoring using computer game interactions.

    PubMed

    Jimison, Holly B; Pavel, Misha; Bissell, Payton; McKanna, James

    2007-01-01

    Many countries are faced with a rapidly increasing economic and social challenge of caring for their elderly population. Cognitive issues are at the forefront of the list of concerns. People over the age of 75 are at risk for medically related cognitive decline and confusion, and the early detection of cognitive problems would allow for more effective clinical intervention. However, standard cognitive assessments are not diagnostically sensitive and are performed infrequently. To address these issues, we have developed a set of adaptive computer games to monitor cognitive performance in a home environment. Assessment algorithms for various aspects of cognition are embedded in the games. The monitoring of these metrics allows us to detect within subject trends over time, providing a method for the early detection of cognitive decline. In addition, the real-time information on cognitive state is used to adapt the user interface to the needs of the individual user. In this paper we describe the software architecture and methodology for monitoring cognitive performance using data from natural computer interactions in a home setting.

  19. Games Superheroes Play: Teaching Game Theory with Comic Book Favorites

    ERIC Educational Resources Information Center

    O'Roark, Brian; Grant, William

    2018-01-01

    The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…

  20. Risk and Interaction Aversion: Screening Mechanisms in the Prisoner's Dilemma Game

    NASA Astrophysics Data System (ADS)

    Canova, Gabriel A.; Arenzon, Jeferson J.

    2018-07-01

    When the interactions between cooperators (C) and defectors (D) can be partially avoided within a population, there may be an overall enhancement of cooperation. One example of such screening mechanism occurs in the presence of risk-averse agents (loners, L) that are neutral towards others, i.e., both L and its opponent, whatever its strategy, receive the same payoff. Their presence in the Prisoner's Dilemma (PD) game sustains the coexistence of cooperators and defectors far beyond the level attained in their absence. Another screening mechanism is a heterogeneous landscape obtained, for example, by site diluting the lattice. In this case, cooperation is enhanced with some fraction of such inactive, interaction-averse sites. By considering the interplay of both mechanisms, we show that there is an explosive increase in the range of densities, just above the percolation threshold, where neutrality is prevented and loners become extinct, the behavior reverting to the pure PD game. Interestingly, this occurs despite defectors being usually abundant in that region. This has to be compared with the corresponding loner-free region in the undiluted case that, besides being very small, is dominated by cooperators.

  1. Risk and Interaction Aversion: Screening Mechanisms in the Prisoner's Dilemma Game

    NASA Astrophysics Data System (ADS)

    Canova, Gabriel A.; Arenzon, Jeferson J.

    2017-09-01

    When the interactions between cooperators (C) and defectors (D) can be partially avoided within a population, there may be an overall enhancement of cooperation. One example of such screening mechanism occurs in the presence of risk-averse agents (loners, L) that are neutral towards others, i.e., both L and its opponent, whatever its strategy, receive the same payoff. Their presence in the Prisoner's Dilemma (PD) game sustains the coexistence of cooperators and defectors far beyond the level attained in their absence. Another screening mechanism is a heterogeneous landscape obtained, for example, by site diluting the lattice. In this case, cooperation is enhanced with some fraction of such inactive, interaction-averse sites. By considering the interplay of both mechanisms, we show that there is an explosive increase in the range of densities, just above the percolation threshold, where neutrality is prevented and loners become extinct, the behavior reverting to the pure PD game. Interestingly, this occurs despite defectors being usually abundant in that region. This has to be compared with the corresponding loner-free region in the undiluted case that, besides being very small, is dominated by cooperators.

  2. 2002 Defense Modeling and Simulation Office (DMSO) Laboratory for Human Behavior Model Interchange Standards

    DTIC Science & Technology

    2003-07-01

    standard release with the publicly available "mod" interface allows us to avoid purchasing a game engine license (approximate cost $350,000) from Epic...depletion is accurately simulated for ammunition * Both contain target detection, target identification, target selection, and collision avoidance and...into other game genres such as Real-Time Strategy (RTS) games and Massively Multiplayer Online Role- Playing Games ( MMORPG ). Unfortunately these game

  3. Monte-Carlo Tree Search in Settlers of Catan

    NASA Astrophysics Data System (ADS)

    Szita, István; Chaslot, Guillaume; Spronck, Pieter

    Games are considered important benchmark opportunities for artificial intelligence research. Modern strategic board games can typically be played by three or more people, which makes them suitable test beds for investigating multi-player strategic decision making. Monte-Carlo Tree Search (MCTS) is a recently published family of algorithms that achieved successful results with classical, two-player, perfect-information games such as Go. In this paper we apply MCTS to the multi-player, non-deterministic board game Settlers of Catan. We implemented an agent that is able to play against computer-controlled and human players. We show that MCTS can be adapted successfully to multi-agent environments, and present two approaches of providing the agent with a limited amount of domain knowledge. Our results show that the agent has a considerable playing strength when compared to game implementation with existing heuristics. So, we may conclude that MCTS is a suitable tool for achieving a strong Settlers of Catan player.

  4. User experiences of mobile controlled games for activation, rehabilitation and recreation of elderly and physically impaired.

    PubMed

    Sirkka, Andrew; Merilampi, Sari; Koivisto, Antti; Leinonen, Markus; Leino, Mirka

    2012-01-01

    The purpose of this paper was to study how aged people experience mobile controlled game as a method of rehabilitation and recreation. The target group contained persons 70+ years of age living in assisted living conditions (N=34). The average age of the participants was 85.9 years. Women (n=17) and men (n=17) were equally presented in the sample group. Only 12 % (n=4) of participants were involved in an active weekly-based rehabilitation, light physical sitting exercises 38% (n=13). Three (n=3) of the participants (9%) used computers (net banking), and 20 (59%) used mobile phones on daily basis. Social activities and physical activation seem to be rather inadequate and traditional in assisted living organizations. The overall experiences of mobile controlled game described in this paper appeared to be a successful experiment also proving that the elderly are not as reluctant to use technical devices or playing virtual games as often thought. The game was reckoned very motivating, interesting, and entertaining both by the aged and the staff. Activation, rehabilitation and recreation in the elderly homes or assisted living organizations could benefit from utilization of new technology providing new ways and solutions that motivate the users and offer also possibilities for measuring and follow-up of the physical impacts. The future goals to improve the game were set according to the feedback given in this survey: a) wider variety of controlling modes for the game, b) developing various difficulty levels, c) developing the game to support different kinds of body movements, d) easily modified according to the individual user's exercising or rehabilitation needs as well as e) emphasizing the social aspects of the game by producing multiplayer versions.

  5. Methodological Advances in Political Gaming: The One-Person Computer Interactive, Quasi-Rigid Rule Game.

    ERIC Educational Resources Information Center

    Shubik, Martin

    The main problem in computer gaming research is the initial decision of choosing the type of gaming method to be used. Free-form games lead to exciting open-ended confrontations that generate much information. However, they do not easily lend themselves to analysis because they generate far too much information and their results are seldom…

  6. Warcraft and Civic Education: MMORPGs as Participatory Cultures and How Teachers Can Use Them to Improve Civic Education

    ERIC Educational Resources Information Center

    Curry, Kristal

    2010-01-01

    Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more…

  7. "Minecraft," Teachers, Parents, and Learning: What They Need to Know and Understand

    ERIC Educational Resources Information Center

    Ellison, Tisha Lewis; Evans, Jessica N.

    2016-01-01

    This article explores six effective principles for teachers to use to understand and apply "Minecraft" in today's classrooms. Video games have become one of the fastest growing forms of media for youth and adult consumers. "Minecraft," a multiplayer online game (MOG), is one of the most popular video games to date. By allowing…

  8. The DiaCog: A Prototype Tool for Visualizing Online Dialog Games' Interactions

    ERIC Educational Resources Information Center

    Yengin, Ilker; Lazarevic, Bojan

    2014-01-01

    This paper proposes and explains the design of a prototype learning tool named the DiaCog. The DiaCog visualizes dialog interactions within an online dialog game by using dynamically created cognitive maps. As a purposefully designed tool for enhancing learning effectiveness the DiaCog might be applicable to dialogs at discussion boards within a…

  9. Effects of interactive video game cycling on overweight and obese adolescent health.

    PubMed

    Adamo, Kristi B; Rutherford, Jane A; Goldfield, Gary S

    2010-12-01

    The purpose of this study was to examine the efficacy of interactive video game stationary cycling (GameBike) in comparison with stationary cycling to music on adherence, energy expenditure measures, submaximal aerobic fitness, body composition, and cardiovascular disease risk markers in overweight and obese adolescents, using a randomized controlled trial design. Thirty overweight (with at least 1 metabolic complication) or obese adolescents aged 12-17 years were stratified by gender and randomized to video game or music condition, with 4 participants (2 per group) failing to complete the twice weekly 60 min sessions of the 10-week trial. The music group had a higher rate of attendance compared with the video game group (92% vs. 86%, p < 0.05). Time spent in minutes per session at vigorous intensity (80%-100% of predicted peak heart rate) (24.9 ± 20 min vs. 13.7 ± 12.8 min, p < 0.05) and average distance (km) pedaled per session (12.5 ± 2.8 km vs. 10.2 ± 2.2 km, p < 0.05) also favoured the music group. However, both interventions produced significant improvements in submaximal indicators of aerobic fitness as measured by a graded cycle ergometer protocol. Also, when collapsed, the exercise modalities reduced body fat percentage and total cholesterol. The present study indicates that cycling to music was just as effective as stationary cycling while playing video games at improving fitness, body composition, and cholesterol profiles in overweight and obese teens, and resulted in increased attendance, vigorous intensity of physical activity, and distance pedaled. Therefore, our data support the superiority of cycling to music and indicate investing in the more expensive GameBike may not be worth the cost.

  10. Videogame Mechanics in Games for Health.

    PubMed

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  11. Art critic: Multisignal vision and speech interaction system in a gaming context.

    PubMed

    Reale, Michael J; Liu, Peng; Yin, Lijun; Canavan, Shaun

    2013-12-01

    True immersion of a player within a game can only occur when the world simulated looks and behaves as close to reality as possible. This implies that the game must correctly read and understand, among other things, the player's focus, attitude toward the objects/persons in focus, gestures, and speech. In this paper, we proposed a novel system that integrates eye gaze estimation, head pose estimation, facial expression recognition, speech recognition, and text-to-speech components for use in real-time games. Both the eye gaze and head pose components utilize underlying 3-D models, and our novel head pose estimation algorithm uniquely combines scene flow with a generic head model. The facial expression recognition module uses the local binary patterns with three orthogonal planes approach on the 2-D shape index domain rather than the pixel domain, resulting in improved classification. Our system has also been extended to use a pan-tilt-zoom camera driven by the Kinect, allowing us to track a moving player. A test game, Art Critic, is also presented, which not only demonstrates the utility of our system but also provides a template for player/non-player character (NPC) interaction in a gaming context. The player alters his/her view of the 3-D world using head pose, looks at paintings/NPCs using eye gaze, and makes an evaluation based on the player's expression and speech. The NPC artist will respond with facial expression and synthetic speech based on its personality. Both qualitative and quantitative evaluations of the system are performed to illustrate the system's effectiveness.

  12. Physical Interactive Game for Enhancing Language Cognitive Development of Thai Pre-Schooler

    ERIC Educational Resources Information Center

    Choosri, Noppon; Pookao, Chompoonut

    2017-01-01

    The intervention for cognitive language development is required to conduct at the young ages. As children usually gain the skill through their plays, this study proposed a physical interactive game to help children improve their language skill in both Thai and English language for pre-schooler. The motivation of this research is to create a game…

  13. Playing with Science: Using Interactive Games to Improve Public Engagement

    NASA Astrophysics Data System (ADS)

    Unger, M.; Besser, N.

    2015-12-01

    The challenge of communicating science in an accurate, concise, and engaging way has never been more important. While much focus has been put on how scientific information gets delivered, perhaps less value has been put on what the public can communicate back to science. Imparting scientific knowledge to the public in one direction, however successfully done, could be called "transmission." It's not until the public responds that you have "communication," or maybe a better word would be "conversation." The National Center for Atmospheric Research (NCAR) has been working on a project for use in its educational visitor center that not only attempts to engage the public with concise, accurate scientific information, but also to help the public respond, in order to create a communicative circuit. Using an interactive game platform, visitors can immerse themselves in a voyage of scientific discovery by choosing a character and building a story line based on multiple selections, a version of a "build your own adventure" experience. We are exploring ways to capture data from these interactions in order to inform additional program development based on areas of greatest interest to the public. The game could thus be used to update existing exhibits so they better reflect those areas of interest, making them more relevant and engaging to visitors, and expanding opportunities for dialogue between science centers and members of the public.

  14. Interactive forms of conducting business and role games in dialogical training

    NASA Astrophysics Data System (ADS)

    Medvedeva, L.; Yushkov, E.; Yakovlev, D.; Bogatyreova, M.

    2017-01-01

    Mastering interactive technologies by teachers of higher educational institutions is the basis of enhancing the quality of education. The competent use of interactive forms of business and role-play games at seminars strengthens a pedagogical effect on the development of the culture of thinking, professional and personal qualities of students, as well as provides an in-depth study of the subject and acquisition of scientific cognition methods. Dialogical thinking creates a truly open mind for sharing opinions and freely discussing suggestions made by the participants, especially in situations of seeking effective task-solving methods. In order to train competitive graduates, ready to act efficiently in their future career, it is necessary to apply innovational interactive technologies in the educational process.

  15. What "World of Warcraft" Is Teaching Us about Learning

    ERIC Educational Resources Information Center

    Ackerman, Lyn Kajiwara

    2017-01-01

    Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…

  16. Games of life and death: antibiotic resistance and production through the lens of evolutionary game theory.

    PubMed

    Conlin, Peter L; Chandler, Josephine R; Kerr, Benjamin

    2014-10-01

    In this review, we demonstrate how game theory can be a useful first step in modeling and understanding interactions among bacteria that produce and resist antibiotics. We introduce the basic features of evolutionary game theory and explore model microbial systems that correspond to some classical games. Each game discussed defines a different category of social interaction with different resulting population dynamics (exclusion, coexistence, bistability, cycling). We then explore how the framework can be extended to incorporate some of the complexity of natural microbial communities. Overall, the game theoretical perspective helps to guide our expectations about the evolution of some forms of antibiotic resistance and production because it makes clear the precise nature of social interaction in this context. Copyright © 2014 Elsevier Ltd. All rights reserved.

  17. P-Soccer: Soccer Games Application using Kinect

    NASA Astrophysics Data System (ADS)

    Nasir, Mohamad Fahim Mohamed; Suparjoh, Suriawati; Razali, Nazim; Mustapha, Aida

    2018-05-01

    This paper presents a soccer game application called P-Soccer that uses Kinect as the interaction medium between users and the game characters. P-Soccer focuses on training penalty kicks with one character who is taking the kick. This game is developed based on the Game Development Life Cycle (GDLC) methodology. Results for alpha and beta testing showed that the target users are satisfied with overall game design and theme as well as the interactivity with the main character in the game.

  18. Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction

    ERIC Educational Resources Information Center

    Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada

    2016-01-01

    In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…

  19. Teaching Vectors Through an Interactive Game Based Laboratory

    NASA Astrophysics Data System (ADS)

    O'Brien, James; Sirokman, Gergely

    2014-03-01

    In recent years, science and particularly physics education has been furthered by the use of project based interactive learning [1]. There is a tremendous amount of evidence [2] that use of these techniques in a college learning environment leads to a deeper appreciation and understanding of fundamental concepts. Since vectors are the basis for any advancement in physics and engineering courses the cornerstone of any physics regimen is a concrete and comprehensive introduction to vectors. Here, we introduce a new turn based vector game that we have developed to help supplement traditional vector learning practices, which allows students to be creative, work together as a team, and accomplish a goal through the understanding of basic vector concepts.

  20. Serious Gaming for Test & Evaluation of Clean-Slate (Ab Initio) National Airspace System (NAS) Designs

    NASA Technical Reports Server (NTRS)

    Allen, B. Danette; Alexandrov, Natalia

    2016-01-01

    contains the system and other systems evolves with the CAS as well. The effects of the emerging adaptation and co-evolution are difficult to capture with only combined mathematical and computational experimentation. Therefore, an ab initio flight simulation environment must accommodate individual vehicles, groups of self-organizing vehicles, and large-scale infrastructure behavior. Inspired by Massively Multiplayer Online Role Playing Games (MMORPG) and Serious Gaming, the proposed ab initio simulation environment is similar to online gaming environments in which player participants interact with each other, affect their environment, and expect the simulation to persist and change regardless of any individual player's active participation.

  1. Dialogue-Games: Meta-Communication Structures for Natural Language Interaction

    DTIC Science & Technology

    1977-01-01

    Dialogue- games are only those described here. For example, they are not necessarily competitive , consciously pursued, or zero-sum. 3. THE DIALOGUE- GAME ...fr«. CO / (Mt l / H- James A. Levin James A. Moore ARPA ORDER NO. 2930 NR 134 374 ISI/RR 77-53 January 1977 Dialogue Games : Meta...these patterns. These patterns have been represented by a set of knowledge structures called Dialogue- games , capturing shared conventional Knowledge

  2. LLCySA: Making Sense of Cyberspace

    DTIC Science & Technology

    2014-01-01

    data center. His other activities include the development of immersive 3D environments leveraging video- game technology to provide a multiplayer ...exploring data-driven approaches to network protection. Imagine a cyber analyst navigating a three-dimen- sional (3D) game , walking down virtual office...because of information overload. One approach to this challenge leverages technol- ogy utilized in the 3D gaming industry. The video- game medium

  3. The WoW Factor

    ERIC Educational Resources Information Center

    Demski, Jennifer

    2009-01-01

    For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…

  4. It Is the Family Context That Matters: Concurrent and Predictive Effects of Aspects of Parent-Child Interaction on Video Gaming-Related Problems.

    PubMed

    Li, Angel Yee-Lam; Lo, Barbara Chuen-Yee; Cheng, Cecilia

    2018-06-01

    Studies have shown that children frequently experiencing poor parent-child interaction are prone to video gaming-related problems, but it is unclear which specific aspects of such an interaction play a predictive role in the problems. To extend previous research that relies primarily on the self-report method to assess parent-child interaction, we conducted a longitudinal, mixed-methods study. In a laboratory setting, three major aspects of interaction (i.e., affectivity, cohesiveness, and parental behavior) were observed in 241 parent-child dyads (Children: 43 percent female, age range = 8-15, M age  = 12.09, SD age  = 1.41; Parents: 78 percent female, age range = 27-63, M age  = 44.44, SD age  = 6.09). In addition, both parent and children participants completed questionnaires that measured children's symptoms of Internet gaming disorder (IGD) and exposure to violent video games at baseline (Time 1) and 12 months later (Time 2). The results revealed that at Time 1, positive affectivity and cohesiveness were inversely associated with child-report symptoms of IGD. Also, Time 1 coerciveness (i.e., control dimension of parental behavior) was positively associated with Time 1 child-report exposure to violent video games and Time 2 child-report symptoms of IGD, respectively. Apart from main effects, the results also showed that Time 1 negative affectivity moderated the protective effects of Time 1 positive affectivity on Time 1 parent-report and Time 2 child-report exposure to violent video games, respectively. Overall, this study identifies various key aspects of parent-child interaction that may serve as concurrent or temporal predictors of video gaming-related issues.

  5. The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History

    ERIC Educational Resources Information Center

    Lynch, Ronan; Mallon, Bride; Connolly, Cornelia

    2015-01-01

    The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…

  6. The Impact of an Interactive Computer Game on the Quality of Life of Children Undergoing Chemotherapy.

    PubMed

    Fazelniya, Zahra; Najafi, Mostafa; Moafi, Alireza; Talakoub, Sedigheh

    2017-01-01

    Quality of life (QOL) of children with cancer reduces right from the diagnosis of disease and the start of treatment. Computer games in medicine are utilized to interact with patients and to improve their health-related behaviors. This study aimed to investigate the effect of an interactive computer game on the QOL of children undergoing chemotherapy. In this clinical trial, 64 children with cancer aged between 8 and12 years were selected through convenience sampling and randomly assigned to experimental or control group. The experimental group played a computer game for 3 hours a week for 4 consecutive weeks and the control group only received routine care. The data collection tool was the Pediatric Quality of Life Inventory (PedsQL) 3.0 Cancer Module Child self-report designed for children aged between 8 to 12 years. Data were analyzed using descriptive and inferential statistics in SPSS software. Before intervention, there was no significant difference between the two groups in terms of mean total QOL score ( p = 0.87). However, immediately after the intervention ( p = 0.02) and 1 month after the intervention ( p < 0.001), the overall mean QOL score was significantly higher in the intervention group than the control group. Based on the findings, computer games seem to be effective as a tool in influencing health-related behavior and improving the QOL of children undergoing chemotherapy. Therefore, according to the findings of this study, computer games can be used to improve the QOL of children undergoing chemotherapy.

  7. The Impact of an Interactive Computer Game on the Quality of Life of Children Undergoing Chemotherapy

    PubMed Central

    Fazelniya, Zahra; Najafi, Mostafa; Moafi, Alireza; Talakoub, Sedigheh

    2017-01-01

    Background: Quality of life (QOL) of children with cancer reduces right from the diagnosis of disease and the start of treatment. Computer games in medicine are utilized to interact with patients and to improve their health-related behaviors. This study aimed to investigate the effect of an interactive computer game on the QOL of children undergoing chemotherapy. Materials and Methods: In this clinical trial, 64 children with cancer aged between 8 and12 years were selected through convenience sampling and randomly assigned to experimental or control group. The experimental group played a computer game for 3 hours a week for 4 consecutive weeks and the control group only received routine care. The data collection tool was the Pediatric Quality of Life Inventory (PedsQL) 3.0 Cancer Module Child self-report designed for children aged between 8 to 12 years. Data were analyzed using descriptive and inferential statistics in SPSS software. Results: Before intervention, there was no significant difference between the two groups in terms of mean total QOL score (p = 0.87). However, immediately after the intervention (p = 0.02) and 1 month after the intervention (p < 0.001), the overall mean QOL score was significantly higher in the intervention group than the control group. Conclusions: Based on the findings, computer games seem to be effective as a tool in influencing health-related behavior and improving the QOL of children undergoing chemotherapy. Therefore, according to the findings of this study, computer games can be used to improve the QOL of children undergoing chemotherapy. PMID:29184580

  8. Emotional Engagement, Social Interactions, and the Development of an Afterschool Game Design Curriculum

    ERIC Educational Resources Information Center

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-01-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual…

  9. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    PubMed Central

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  10. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  11. Invited Speaker Support for SBP Conference Series (SBP 2014) held in April, 2014 in Washington, DC.

    DTIC Science & Technology

    2014-07-23

    Experts in Social Media Wenhui Liao, Sameena Shah and Masoud Makrehchi Talk 2 Predicting Social Ties in Massively Multiplayer Online Games Jina...sweets, beverages SBP Poster The Needs of Metaphor David Bracewell SBP Poster Predicting Guild Membership in Massively Multiplayer Online ...Science series. These proceedings can be accessed online through the following link: http://link.springer.com/book/10.1007%2F978-3-319-05579-4 (Springer

  12. Development and Content Validation of Crisis Response Training Package Red Cape: Crisis Action Planning and Execution

    DTIC Science & Technology

    2007-08-01

    example, the topic of massively multiplayer online role playing games ( MMORPGs ). (A related class of first person multiplayer shooters includes...key and measurable indicators that require immediate action. They develop plans of action for these trigger points to avoid premature commitment of...recognize that the cause of the incident may be an accident or act of nature, or it may be either criminal or terrorist activity. They avoid the

  13. Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games

    NASA Astrophysics Data System (ADS)

    Korsgaard, M. Audrey; Picot, Arnold; Wigand, Rolf T.; Welpe, Isabelle M.; Assmann, Jakob J.

    This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.

  14. Superman vs. BAD man? The effects of empathy and game character in violent video games.

    PubMed

    Happ, Christian; Melzer, André; Steffgen, Georges

    2013-10-01

    Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.

  15. Heterogeneity and proliferation of invasive cancer subclones in game theory models of the Warburg effect.

    PubMed

    Archetti, M

    2015-04-01

    The Warburg effect, a switch from aerobic energy production to anaerobic glycolysis, promotes tumour proliferation and motility by inducing acidification of the tumour microenvironment. Therapies that reduce acidity could impair tumour growth and invasiveness. I analysed the dynamics of cell proliferation and of resistance to therapies that target acidity, in a population of cells, under the Warburg effect. The dynamics of mutant cells with increased glycolysis and motility has been assessed in a multi-player game with collective interactions in the framework of evolutionary game theory. Perturbations of the level of acidity in the microenvironment have been used to simulate the effect of therapies that target glycolysis. The non-linear effects of glycolysis induce frequency-dependent clonal selection leading to coexistence of glycolytic and non-glycolytic cells within a tumour. Mutants with increased motility can invade such a polymorphic population and spread within the tumour. While reducing acidity may produce a sudden reduction in tumour cell proliferation, frequency-dependent selection enables it to adapt to the new conditions and can enable the tumour to restore its original levels of growth and invasiveness. The acidity produced by glycolysis acts as a non-linear public good that leads to coexistence of cells with high and low glycolysis within the tumour. Such a heterogeneous population can easily adapt to changes in acidity. Therapies that target acidity can only be effective in the long term if the cost of glycolysis is high, that is, under non-limiting oxygen concentrations. Their efficacy, therefore, is reduced when combined with therapies that impair angiogenesis. © 2015 The Authors Cell Proliferation Published by John Wiley & Sons Ltd.

  16. Predictive Game Theory

    NASA Technical Reports Server (NTRS)

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  17. Hunger Games: Interactive Ultrasound Imaging for Learning Gastrointestinal Physiology.

    PubMed

    Kafer, Ilana; Rennie, William; Noor, Ali; Pellerito, John S

    2017-02-01

    Ultrasound is playing an increasingly important role in medical student education. Although most uses of ultrasound have focused on learning purely anatomic relationships or augmentation of the physical examination, there is little documentation of the value of ultrasound as a learning tool regarding physiology alone or in association with anatomy. We devised an interactive learning session for first-year medical students using ultrasound to combine both anatomic and physiologic principles as an integration of gastrointestinal and vascular function. The incorporation of our activity, The Hunger Games, provides the foundation for a powerful integration tool for medical student education. © 2016 by the American Institute of Ultrasound in Medicine.

  18. Modelling the host-pathogen interactions of macrophages and Candida albicans using Game Theory and dynamic optimization.

    PubMed

    Dühring, Sybille; Ewald, Jan; Germerodt, Sebastian; Kaleta, Christoph; Dandekar, Thomas; Schuster, Stefan

    2017-07-01

    The release of fungal cells following macrophage phagocytosis, called non-lytic expulsion, is reported for several fungal pathogens. On one hand, non-lytic expulsion may benefit the fungus in escaping the microbicidal environment of the phagosome. On the other hand, the macrophage could profit in terms of avoiding its own lysis and being able to undergo proliferation. To analyse the causes of non-lytic expulsion and the relevance of macrophage proliferation in the macrophage- Candida albicans interaction, we employ Evolutionary Game Theory and dynamic optimization in a sequential manner. We establish a game-theoretical model describing the different strategies of the two players after phagocytosis. Depending on the parameter values, we find four different Nash equilibria and determine the influence of the systems state of the host upon the game. As our Nash equilibria are a direct consequence of the model parameterization, we can depict several biological scenarios. A parameter region, where the host response is robust against the fungal infection, is determined. We further apply dynamic optimization to analyse whether macrophage mitosis is relevant in the host-pathogen interaction of macrophages and C. albicans For this, we study the population dynamics of the macrophage- C. albicans interactions and the corresponding optimal controls for the macrophages, indicating the best macrophage strategy of switching from proliferation to attacking fungal cells. © 2017 The Author(s).

  19. Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.

    PubMed

    Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-08-01

    Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of

  20. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    ERIC Educational Resources Information Center

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  1. Design Elements and Feasibility of an Organized Multiplayer Mobile Active Videogame for Primary School-Aged Children.

    PubMed

    McKenzie, Sophie; Bangay, Shaun; Barnett, Lisa M; Ridgers, Nicola D; Salmon, Jo

    2014-12-01

    This article describes the design, development, and implementation feasibility of a purpose-built mobile active videogame (M-AVG) named "Pirate Adventure," which was designed for primary school-aged children to engage in physical activity (PA) and fundamental movement skills (FMS), such as hopping, sidestepping, jumping, or running, in an afterschool setting. The design of "Pirate Adventure" was the result of a collaboration between games designers and health researchers. "Pirate Adventure" was designed and developed using Android(®) (Google, Mountain View, CA) phone sensors to respond to player actions within a playground environment. Using an interactive game framework, players solve clues and complete PA and FMS challenges via sensing the physical world through marked-out key game locations. Fourteen primary school-aged children participated in the feasibility evaluation, which took place in four afternoon sessions. The game was evaluated using Android phone telemetry data and a post-gameplay survey for children on their opinions and enjoyment of the game. The "Pirate Adventure" game design facilitated an enjoyable treasure hunt game (average of 11 minutes of activity per game) with narrative elements supporting children's engagement with movement activities. The majority of children (n=9/13) reported that they would like to play the game again. Combining real world and virtual world content through "Pirate Adventure" was moderately successful, with multiple gameplay sessions occurring. Further implementation feasibility testing, under more controlled conditions, needs to be conducted to assert the benefits of using a M-AVG for children's PA and FMS.

  2. Affordances for Second Language Learning in "World of Warcraft"

    ERIC Educational Resources Information Center

    Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark

    2012-01-01

    What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…

  3. Effects of interactive games on motor performance in children with spastic cerebral palsy

    PubMed Central

    AlSaif, Amer A.; Alsenany, Samira

    2015-01-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6–10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy. PMID:26180367

  4. Effects of interactive games on motor performance in children with spastic cerebral palsy.

    PubMed

    AlSaif, Amer A; Alsenany, Samira

    2015-06-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6-10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy.

  5. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  6. Video game addiction, ADHD symptomatology, and video game reinforcement.

    PubMed

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  7. On Free-Form Gaming,

    DTIC Science & Technology

    1985-08-01

    which the competitive interactions can occur simultaneously in several "arenas" (political, military, etc.). This gaming format has been used to...10 E . Post- Game Analysis .. ..................................... 13 F. Limitations ... ............................................ 15 III...preparation of game papers and an electronic message handling system for moving papers from room to room. This satisfies the requirement for legible, multiple

  8. Cooperation and control in multiplayer social dilemmas

    PubMed Central

    Hilbe, Christian; Wu, Bin; Traulsen, Arne; Nowak, Martin A.

    2014-01-01

    Direct reciprocity and conditional cooperation are important mechanisms to prevent free riding in social dilemmas. However, in large groups, these mechanisms may become ineffective because they require single individuals to have a substantial influence on their peers. However, the recent discovery of zero-determinant strategies in the iterated prisoner’s dilemma suggests that we may have underestimated the degree of control that a single player can exert. Here, we develop a theory for zero-determinant strategies for iterated multiplayer social dilemmas, with any number of involved players. We distinguish several particularly interesting subclasses of strategies: fair strategies ensure that the own payoff matches the average payoff of the group; extortionate strategies allow a player to perform above average; and generous strategies let a player perform below average. We use this theory to describe strategies that sustain cooperation, including generalized variants of Tit-for-Tat and Win-Stay Lose-Shift. Moreover, we explore two models that show how individuals can further enhance their strategic options by coordinating their play with others. Our results highlight the importance of individual control and coordination to succeed in large groups. PMID:25349400

  9. Massively multiplayer online role-playing games (MMORPG): association between its addiction, self-control and mental disorders among young people in Vietnam.

    PubMed

    Son, Dinh Thai; Yasuoka, Junko; Poudel, Krishna C; Otsuka, Keiko; Jimba, Masamine

    2013-09-01

    To explore the association between MMORPG addiction and mental health status, and between self-control ability and mental health status among young male MMORPG players in Hanoi, Vietnam. In this cross-sectional study, 10 computer game rooms were randomly selected out of 77 in five communes in Hanoi. From these game rooms, 350 MMORPG players were purposively recruited as a study group, of whom 344 completed the questionnaire. In the same five communes, 344 non-players were selected as a control group. An online game addiction scale, a self-control scale and the Vietnamese SRQ-20 were used to measure the degree of MMORPG addiction, self-control ability and level of mental disorders. MMORPG players had significantly higher mental disorders scale scores than non-players (p < .001). The strongest positive correlation was detected between MMORPG addiction scale scores and mental disorders scale scores (r = 0.730, p < .001). Self-control scale scores were negatively associated with mental disorders scale scores (r = -0.345, p < .001). The average amount of money spent on games per month, MMORPG addiction scale score and self-control scale score were considered the best predictors of a higher mental disorders scale score. Young, male MMORPG players with higher addiction scores were more likely to have higher mental disorders scale scores, and such mental status was negatively associated with the level of self-control in Hanoi, Vietnam. Closer attention should be paid to prevent mental disorders among MMORPG players.

  10. Evolution of cooperation through adaptive interaction in a spatial prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Pan, Qiuhui; Liu, Xuesong; Bao, Honglin; Su, Yu; He, Mingfeng

    2018-02-01

    In this paper, we study the effect of adaptive interaction on the evolution of cooperation in a spatial prisoner's dilemma game. The connections of players are co-evolutionary with cooperation; whether adjacent players can play the prisoner's dilemma game is associated with the strategies they took in the preceding round. If a player defected in the preceding round, his neighbors will refuse to play the prisoner's dilemma game with him in accordance with a certain probability distribution. We use the disconnecting strength to represent this probability. We discuss the evolution of cooperation with different values of temptation to defect, sucker's payoff and disconnecting strength. The simulation results show that cooperation can be significantly enhanced through increasing the value of the disconnecting strength. In addition, the increase in disconnecting strength can improve the cooperators' ability to resist the increase in temptation and the decrease in reward. We study the parameter ranges for three different evolutionary results: cooperators extinction, defectors extinction, cooperator and defector co-existence. Meanwhile, we recruited volunteers and designed a human behavioral experiment to verify the theoretical simulation results. The punishment of disconnection has a positive effect on cooperation. A higher disconnecting strength will enhance cooperation more significantly. Our research findings reveal some significant insights into efficient mechanisms of the evolution of cooperation.

  11. Games and Simulation.

    ERIC Educational Resources Information Center

    Abt, Clark C.

    Educational games present the complex realities of simultaneous interactive processes more accurately and effectively than serial processes such as lecturing and reading. Objectives of educational gaming are to motivate students by presenting relevant and realistic problems and to induce more efficient and active understanding of information.…

  12. Human-Technology Relationality and Self-Network Organization: Players and Avatars in World of Warcraft

    ERIC Educational Resources Information Center

    Banks, Jaime

    2013-01-01

    Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…

  13. The MORPG-Based Learning System for Multiple Courses: A Case Study on Computer Science Curriculum

    ERIC Educational Resources Information Center

    Liu, Kuo-Yu

    2015-01-01

    This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…

  14. Social Interaction Behavior in ADHD in Adults in a Virtual Trust Game.

    PubMed

    Lis, Stefanie; Baer, Nina; Franzen, Nele; Hagenhoff, Meike; Gerlach, Maika; Koppe, Georgia; Sammer, Gebhard; Gallhofer, Bernd; Kirsch, Peter

    2016-04-01

    Social cognitive functions in adults with ADHD were investigated in a virtual social exchange game. The sample consisted of 40 participants (20 adult ADHD participants, 20 healthy controls). Participants played a multiround trust game with virtual trustees who differed in regard to fairness and presence of emotional facial cues. Investments were higher in ADHD participants than in healthy participants except for partners who played fair with constant neutral expressions. ADHD patients did not adapt their behavior to the fairness of the trustee. In the presence of emotional facial cues, ADHD and healthy participants transferred more monetary units to happy rather than angry-looking trustees. Differences in investment behavior were not linked to deficits in emotion-recognition abilities or cognitive dysfunctions. Alterations in interaction behavior and in the formation of a general attitude toward social partners could be shown in adults with ADHD. © The Author(s) 2013.

  15. Sequential interactions-in which one player plays first and another responds-promote cooperation in evolutionary-dynamical simulations of single-shot Prisoner's Dilemma and Snowdrift games.

    PubMed

    Laird, Robert A

    2018-09-07

    Cooperation is a central topic in evolutionary biology because (a) it is difficult to reconcile why individuals would act in a way that benefits others if such action is costly to themselves, and (b) it underpins many of the 'major transitions of evolution', making it essential for explaining the origins of successively higher levels of biological organization. Within evolutionary game theory, the Prisoner's Dilemma and Snowdrift games are the main theoretical constructs used to study the evolution of cooperation in dyadic interactions. In single-shot versions of these games, wherein individuals play each other only once, players typically act simultaneously rather than sequentially. Allowing one player to respond to the actions of its co-player-in the absence of any possibility of the responder being rewarded for cooperation or punished for defection, as in simultaneous or sequential iterated games-may seem to invite more incentive for exploitation and retaliation in single-shot games, compared to when interactions occur simultaneously, thereby reducing the likelihood that cooperative strategies can thrive. To the contrary, I use lattice-based, evolutionary-dynamical simulation models of single-shot games to demonstrate that under many conditions, sequential interactions have the potential to enhance unilaterally or mutually cooperative outcomes and increase the average payoff of populations, relative to simultaneous interactions-benefits that are especially prevalent in a spatially explicit context. This surprising result is attributable to the presence of conditional strategies that emerge in sequential games that can't occur in the corresponding simultaneous versions. Copyright © 2018 Elsevier Ltd. All rights reserved.

  16. Being a Game Changer

    ERIC Educational Resources Information Center

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  17. Cropland Capture: A Game to Improve Global Cropland through Crowdsourcing

    NASA Astrophysics Data System (ADS)

    Fritz, Steffen; Sturn, Tobias; See, Linda; Perger, Christoph; Schill, Christian; McCallum, Ian; Schepaschenko, Dmitry; Karner, Mathias; Dueruer, Martina; Kraxner, Florian; Obersteiner, Michael

    2014-05-01

    Accurate and reliable global cropland extent maps are essential for estimating and forecasting crop yield, in particular losses due to drought and production anomalies. Major questions surrounding energy futures and environmental change (EU and US biofuel target setting, determination of greenhouse gas emissions, REDD initiatives, and implications of climate change on crop production and productivity patterns) also require reliable information on the spatial distribution of cropland as well as crop types. Although global land cover maps identify cropland (which exist as one or more land cover categories), this information is currently not accurate enough for many applications. There are several ways of improving current cropland extent though hybrid approaches and by integrating information collected though Geo-Wiki (a global crowdsourcing platform) from very high resolution imagery such as that found on Google Earth. Another way of getting improved cropland extent maps would be to classify all very high resolution images found on Google Earth and to create a wall-to-wall map of cropland. This is a very ambitious task that would require a large number of individuals, like that found in massive multiplayer online games. For this reason we have developed a game called 'Cropland Capture'. The game can be played on a desktop, on a tablet (iPad or Android) or mobile phone (iPhone or Android) where the game mechanics are very simple. The player is provided with a satellite image or in-situ photo and they must determine if the image contains cropland or not. The game was launched in the middle of November 2013 and will run for 6 months, after which the weekly winners will be entered into a draw to win large prizes. To date we have collected more than 2.5 million areas, where we will continue to expand the sample to more locations around the world. Eventually the data will be used to calibrate and validate a new version of our global cropland map, where the latest version

  18. Games of multicellularity.

    PubMed

    Kaveh, Kamran; Veller, Carl; Nowak, Martin A

    2016-08-21

    Evolutionary game dynamics are often studied in the context of different population structures. Here we propose a new population structure that is inspired by simple multicellular life forms. In our model, cells reproduce but can stay together after reproduction. They reach complexes of a certain size, n, before producing single cells again. The cells within a complex derive payoff from an evolutionary game by interacting with each other. The reproductive rate of cells is proportional to their payoff. We consider all two-strategy games. We study deterministic evolutionary dynamics with mutations, and derive exact conditions for selection to favor one strategy over another. Our main result has the same symmetry as the well-known sigma condition, which has been proven for stochastic game dynamics and weak selection. For a maximum complex size of n=2 our result holds for any intensity of selection. For n≥3 it holds for weak selection. As specific examples we study the prisoner's dilemma and hawk-dove games. Our model advances theoretical work on multicellularity by allowing for frequency-dependent interactions within groups. Copyright © 2016 Elsevier Ltd. All rights reserved.

  19. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media.

    PubMed

    Copenhaver, Allen; Ferguson, Christopher J

    For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.

  20. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents

    PubMed Central

    Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892

  1. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  2. Interaction with an Edu-Game: A Detailed Analysis of Student Emotions and Judges' Perceptions

    ERIC Educational Resources Information Center

    Conati, Cristina; Gutica, Mirela

    2016-01-01

    We present the results of a study that explored the emotions experienced by students during interaction with an educational game for math (Heroes of Math Island). Starting from emotion frameworks in affective computing and education, we considered a larger set of emotions than in related research. For emotion labeling, we started from a standard…

  3. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  4. MMOGs as Learning Environments: An Ecological Journey into "Quest Atlantis" and "The Sims Online"

    ERIC Educational Resources Information Center

    Young, Michael; Schrader, P. G.; Zheng, Dongping

    2006-01-01

    Michael Young, P. G. Schrader, and Dongping Zheng use the concepts of ecological psychology to examine how massively multiplayer online games (MMOGs) promote specific learning processes in their players. In their analysis they identify and define nine principles of learning that allow such games to have valuable potential as tools for educators:…

  5. "Redstone Is Like Electricity": Children's Performative Representations in and around "Minecraft"

    ERIC Educational Resources Information Center

    Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine

    2015-01-01

    This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…

  6. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    ERIC Educational Resources Information Center

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  7. Use of electronic games by young children and fundamental movement skills?

    PubMed

    Barnett, Lisa M; Hinkley, Trina; Okely, Anthony D; Hesketh, Kylie; Salmon, Jo

    2012-06-01

    This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development-2) assessed. Hierarchical linear regression, adjusting for age (range = 3-6 years), sex (Step 1), and physical activity (cpm; M=687, SD=175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n=31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.

  8. Understanding the game of the environment

    Treesearch

    David R. Houston

    1979-01-01

    Understanding the Game of The Environment is a summary of major ecological principles and concepts viewed as a game in which living organisms interact with each other and their nonliving environment. The use of game terminology helps place a bewildering array of facts and relationships into an understandable framework. All students are familiar with games, and they...

  9. The Guppy Game

    ERIC Educational Resources Information Center

    Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna

    2012-01-01

    Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…

  10. Game Theory .net.

    ERIC Educational Resources Information Center

    Shor, Mikhael

    2003-01-01

    States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…

  11. An interactive game-based shoulder wheel system for rehabilitation

    PubMed Central

    Chang, Chun-Ming; Chang, Yen-Ching; Chang, Hsiao-Yun; Chou, Li-Wei

    2012-01-01

    Background: Increases in the aging population and in the number of accidents have resulted in more people suffering from physical impairments or disabilities. Rehabilitation therapy thus attracts greater attention as a means of helping patients recover and return to a normal life. With the extremely long and tedious nature of traditional rehabilitation, patients are reluctant to continue the entire process, thus the expected effects of the therapy cannot be obtained. Games are well known to help patients improve their concentration and shift their attention away from the discomfort of their injuries during rehabilitation. Thus, incorporating game technology into a rehabilitation program may be a promising approach. Methods: In this study, a gaming system used for shoulder rehabilitation was developed. The mechanical parts and electric circuits were integrated to mimic the functionalities of a shoulder wheel. Several games were also designed to suit the rehabilitation needs of the patients based on the age and gender differences among the individual users, enabling individuals to undergo the rehabilitation process by playing games. Two surveys were conducted to evaluate the satisfaction of the participants regarding the gaming system. Results: The results of the online survey among a larger population coincide with the responses of the hands-on participants through a paper-and-pencil survey. Statistical results suggest that the participants are willing to accept this novel approach. Conclusion: This gaming system can distract a patient from the sensation of pain or anxiety, and increase their motivation to participate in the therapeutic program. Advantages in terms of low-cost and easy setup increase the attractiveness of this new equipment for various potential users. PMID:23226005

  12. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  13. Coordination games, anti-coordination games, and imitative learning.

    PubMed

    McCain, Roger A; Hamilton, Richard

    2014-02-01

    Bentley et al.'s scheme generates distributions characteristic of situations of high and low social influence on decisions and of high and low salience ("transparency") of rewards. Another element of decisions that may influence the placement of a decision process in their map is the way in which individual decisions interact to determine the payoffs. This commentary discusses the role of Nash equilibria in game theory, focusing especially on coordination and anti-coordination games.

  14. Applying Video Game Interaction Design to Business Performance, Round 2.

    ERIC Educational Resources Information Center

    Shirinian, Ara; Dickelman, Erik

    2002-01-01

    Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…

  15. Beyond game effectiveness. Part II, a qualitative study of multi-role experiential learning.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Willis, Matthew; Tucker, Eilish Marie; Raybourn, Elaine Marie

    The present paper is the second in a series published at I/ITSEC that seeks to explain the efficacy of multirole experiential learning employed to create engaging game-based training methods transitioned to the U.S. Army, U.S. Army Special Forces, Civil Affairs, and Psychological Operations teams. The first publication (I/ITSEC 2009) summarized findings from a quantitative study that investigated experiential learning in the multi-player, PC-based game module transitioned to PEO-STRI, DARWARS Ambush! NK (non-kinetic). The 2009 publication reported that participants of multi-role (Player and Reflective Observer/Evaluator) game-based training reported statistically significant learning and engagement. Additionally when the means of the two groupsmore » (Player and Reflective Observer/Evaluator) were compared, they were not statistically significantly different from each other. That is to say that both playing as well as observing/evaluating were engaging learning modalities. The Observer/Evaluator role was designed to provide an opportunity for real-time reflection and meta-cognitive learning during game play. Results indicated that this role was an engaging way to learn about communication, that participants learned something about cultural awareness, and that the skills they learned were helpful in problem solving and decision-making. The present paper seeks to continue to understand what and how users of non-kinetic game-based missions learn by revisiting the 2009 quantitative study with further investigation such as stochastic player performance analysis using latent semantic analyses and graph visualizations to correlate against human coder ratings and pre- and post-test self-analysis. The results are applicable to First-Person game-based learning systems designed to enhance trainee intercultural communication, interpersonal skills, and adaptive thinking. In the full paper, we discuss results obtained from data collected from 78 research participants of

  16. The Effects of Group Dynamics on Language Learning and Use in an MMOG

    ERIC Educational Resources Information Center

    Vosburg, Donald

    2017-01-01

    The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…

  17. Social Experience in "World of Warcraft": Technological and Ideological Mediations

    ERIC Educational Resources Information Center

    Crenshaw, Nicole Kathryn

    2017-01-01

    As society shifts towards spending more time online for business and leisure, examining human behavior in virtual environments is crucial. To better understand the role that games play in our society, I analyze social experience in World of Warcraft (WoW), one of the longest running massively multiplayer online role-playing games (MMO). Since its…

  18. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    PubMed

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  19. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  20. Ramifying feedback networks, cross-scale interactions, and emergent quasi individuals in Conway's game of Life.

    PubMed

    Gotts, Nicholas M

    2009-01-01

    Small patterns of state 1 cells on an infinite, otherwise empty array of Conway's game of Life can produce sets of growing structures resembling in significant ways a population of spatially situated individuals in a nonuniform, highly structured environment. Ramifying feedback networks and cross-scale interactions play a central role in the emergence and subsequent dynamics of the quasi population. The implications are discussed: It is proposed that analogous networks and interactions may have been precursors to natural selection in the real world.

  1. Towards optimizing server performance in an educational MMORPG for teaching computer programming

    NASA Astrophysics Data System (ADS)

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2013-10-01

    Web-based games have become significantly popular during the last few years. This is due to the gradual increase of internet speed, which has led to the ongoing multiplayer games development and more importantly the emergence of the Massive Multiplayer Online Role Playing Games (MMORPG) field. In parallel, similar technologies called educational games have started to be developed in order to be put into practice in various educational contexts, resulting in the field of Game Based Learning. However, these technologies require significant amounts of resources, such as bandwidth, RAM and CPU capacity etc. These amounts may be even larger in an educational MMORPG game that supports computer programming education, due to the usual inclusion of a compiler and the constant client/server data transmissions that occur during program coding, possibly leading to technical issues that could cause malfunctions during learning. Thus, the determination of the elements that affect the overall games resources' load is essential so that server administrators can configure them and ensure educational games' proper operation during computer programming education. In this paper, we propose a new methodology with which we can achieve monitoring and optimization of the load balancing, so that the essential resources for the creation and proper execution of an educational MMORPG for computer programming can be foreseen and bestowed without overloading the system.

  2. The Way Ahead in Game-Based Learning

    DTIC Science & Technology

    2009-08-01

    Mostly Hype…NOT science  Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background  Definitions: Game Serious game  Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world .  Consistent with anchored, experiential learning, learners can make connections

  3. For the Love of the Game: Game- Versus Lecture-Based Learning With Generation Z Patients.

    PubMed

    Adamson, Mary A; Chen, Hengyi; Kackley, Russell; Micheal, Alicia

    2018-02-01

    The current study evaluated adolescent patients' enjoyment of and knowledge gained from game-based learning compared with an interactive lecture format on the topic of mood disorders. It was hypothesized that game-based learning would be statistically more effective than a lecture in knowledge acquisition and satisfaction scores. A pre-post design was implemented in which a convenience sample of 160 adolescent patients were randomized to either a lecture (n = 80) or game-based (n = 80) group. Both groups completed a pretest/posttest and satisfaction survey. Results showed that both groups had significant improvement in knowledge from pretest compared to posttest. Game-based learning was statistically more effective than the interactive lecture in knowledge achievement and satisfaction scores. This finding supports the contention that game-based learning is an active technique that may be used with patient education. [Journal of Psychosocial Nursing and Mental Health Services, 56(2), 29-36.]. Copyright 2018, SLACK Incorporated.

  4. A Serious Game for Anterior Cruciate Ligament Rehabilitation: Software Development Aspects and Game Engagement Assessment.

    PubMed

    Cordeiro d'Ornellas, Marcos; Santos Machado, Alison; de Moraes, Jefferson Potiguara; Cervi Prado, Ana Lúcia

    2017-01-01

    This work presents the steps for developing a serious game that allows the interaction through natural gestures, whose main purpose is to contribute to the treatment of individuals who have suffered an injury to the anterior cruciate ligament (ACL). In addition to the serious game development process, the users' gaming experience were performed. Through the evaluation assessment, positive results were obtained in relation to various aspects of the game engagement, proving the playful factor of this activity.

  5. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    ERIC Educational Resources Information Center

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  6. An Approach to Scoring Collaboration in Online Game Environments

    ERIC Educational Resources Information Center

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  7. Evolutionary games on graphs

    NASA Astrophysics Data System (ADS)

    Szabó, György; Fáth, Gábor

    2007-07-01

    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.

  8. Variability in group size and the evolution of collective action.

    PubMed

    Peña, Jorge; Nöldeke, Georg

    2016-01-21

    Models of the evolution of collective action typically assume that interactions occur in groups of identical size. In contrast, social interactions between animals occur in groups of widely dispersed size. This paper models collective action problems as two-strategy multiplayer games and studies the effect of variability in group size on the evolution of cooperative behavior under the replicator dynamics. The analysis identifies elementary conditions on the payoff structure of the game implying that the evolution of cooperative behavior is promoted or inhibited when the group size experienced by a focal player is more or less variable. Similar but more stringent conditions are applicable when the confounding effect of size-biased sampling, which causes the group-size distribution experienced by a focal player to differ from the statistical distribution of group sizes, is taken into account. Copyright © 2015 Elsevier Ltd. All rights reserved.

  9. Presence Personalization and Persistence: A New Approach to Building Archives to Support Collaborative Research

    NASA Technical Reports Server (NTRS)

    McGlynn, Thomas A.

    2008-01-01

    We discuss approaches to building archives that support the way most science is done. Today research is done in formal teams and informal groups. However our on-line services are designed to work with a single user. We have begun prototyping a new approach to building archives in which support for collaborative research is built in from the start. We organize the discussion along three elements that we believe to be necessary for effective support: We must enable user presence in the archive environment; users must be able to interact. Users must be able to personalize the environment, adding data and capabilities useful to themselves and their team. These changes must be persistent: subsequent sessions must be able to build upon previous sessions. In building the archive we see the large multi-player interactive games as a paradigm of how this approach can work. These three 'P's are essential in gaming as well and we shall use insights from the gaming world and virtual reality systems like Second Life in our prototype.

  10. Game theory in the death galaxy: interaction of cancer and stromal cells in tumour microenvironment.

    PubMed

    Wu, Amy; Liao, David; Tlsty, Thea D; Sturm, James C; Austin, Robert H

    2014-08-06

    Preventing relapse is the major challenge to effective therapy in cancer. Within the tumour, stromal (ST) cells play an important role in cancer progression and the emergence of drug resistance. During cancer treatment, the fitness of cancer cells can be enhanced by ST cells because their molecular signalling interaction delays the drug-induced apoptosis of cancer cells. On the other hand, competition among cancer and ST cells for space or resources should not be ignored. We explore the population dynamics of multiple myeloma (MM) versus bone marrow ST cells by using an experimental microecology that we call the death galaxy, with a stable drug gradient and connected microhabitats. Evolutionary game theory is a quantitative way to capture the frequency-dependent nature of interactive populations. Therefore, we use evolutionary game theory to model the populations in the death galaxy with the gradients of pay-offs and successfully predict the future densities of MM and ST cells. We discuss the possible clinical use of such analysis for predicting cancer progression.

  11. Assessing the acceptability and usability of an interactive serious game in aiding treatment decisions for patients with localized prostate cancer.

    PubMed

    Reichlin, Lindsey; Mani, Nithya; McArthur, Kara; Harris, Amy M; Rajan, Nithin; Dacso, Clifford C

    2011-01-12

    Men diagnosed with localized prostate cancer face a potentially life-altering treatment decision that can be overwhelming. Enhancing patient knowledge through education can significantly reduce feelings of uncertainty while simultaneously increasing confidence in decision making. Serious games have been shown in other populations to increase health knowledge and assist with the health decision-making process. We developed an interactive serious game, Time After Time, which translates evidence-based treatment outcome data into an accessible and understandable format that men can utilize in their prostate cancer treatment decision-making process. The game specifically aims to raise men's awareness and understanding of the impact of health-related quality of life issues associated with the major treatment options and to enrich their conversations with their health care providers. This study determined the acceptability and usability of the alpha version of Time After Time, an interactive decision aid for men diagnosed with localized prostate cancer, in order to inform future iterations of the serious game. The study employed a mixed methods approach to assess the acceptability and usability of the Time After Time serious game using qualitative focus groups and a quantitative Likert scale survey. A total of 13 men who had already completed treatment for localized prostate cancer completed the survey and participated in focus group meetings. The majority of the study participants rated Time After Time as an appropriate decision tool for localized prostate cancer and verified that it meets its goals of increasing focus on side effects and generating questions for the patient's health care team. However, participants also expressed concerns about game usability and the diversity of information covered regarding treatment options and potential treatment outcomes. Serious games are a promising approach to health education and decision support for older men. Participants

  12. Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

    PubMed Central

    2011-01-01

    Background Men diagnosed with localized prostate cancer face a potentially life-altering treatment decision that can be overwhelming. Enhancing patient knowledge through education can significantly reduce feelings of uncertainty while simultaneously increasing confidence in decision making. Serious games have been shown in other populations to increase health knowledge and assist with the health decision-making process. We developed an interactive serious game, Time After Time, which translates evidence-based treatment outcome data into an accessible and understandable format that men can utilize in their prostate cancer treatment decision-making process. The game specifically aims to raise men’s awareness and understanding of the impact of health-related quality of life issues associated with the major treatment options and to enrich their conversations with their health care providers. Objective This study determined the acceptability and usability of the alpha version of Time After Time, an interactive decision aid for men diagnosed with localized prostate cancer, in order to inform future iterations of the serious game. Methods The study employed a mixed methods approach to assess the acceptability and usability of the Time After Time serious game using qualitative focus groups and a quantitative Likert scale survey. Results A total of 13 men who had already completed treatment for localized prostate cancer completed the survey and participated in focus group meetings. The majority of the study participants rated Time After Time as an appropriate decision tool for localized prostate cancer and verified that it meets its goals of increasing focus on side effects and generating questions for the patient’s health care team. However, participants also expressed concerns about game usability and the diversity of information covered regarding treatment options and potential treatment outcomes. Conclusions Serious games are a promising approach to health education

  13. MineLoC: A Rapid Production of Lab-on-a-Chip Biosensors Using 3D Printer and the Sandbox Game, Minecraft.

    PubMed

    Kim, Kyukwang; Kim, Hyeongkeun; Kim, Seunggyu; Jeon, Jessie S

    2018-06-10

    Here, MineLoC is described as a pipeline developed to generate 3D printable models of master templates for Lab-on-a-Chip (LoC) by using a popular multi-player sandbox game “Minecraft”. The user can draw a simple diagram describing the channels and chambers of the Lab-on-a-Chip devices with pre-registered color codes which indicate the height of the generated structure. MineLoC converts the diagram into large chunks of blocks (equal sized cube units composing every object in the game) in the game world. The user and co-workers can simultaneously access the game and edit, modify, or review, which is a feature not generally supported by conventional design software. Once the review is complete, the resultant structure can be exported into a stereolithography (STL) file which can be used in additive manufacturing. Then, the Lab-on-a-Chip device can be fabricated by the standard protocol to produce a Lab-on-a-Chip. The simple polydimethylsiloxane (PDMS) device for the bacterial growth measurement used in the previous research was copied by the proposed method. The error calculation by a 3D model comparison showed an accuracy of 86%. It is anticipated that this work will facilitate more use of 3D printer-based Lab-on-a-Chip fabrication, which greatly lowers the entry barrier in the field of Lab-on-a-Chip research.

  14. Computer Games: Increase Learning in an Interactive Multidisciplinary Environment.

    ERIC Educational Resources Information Center

    Betz, Joseph A.

    1996-01-01

    Discusses the educational uses of computer games and simulations and describes a study conducted at the State University of New York College at Farmingdale that used the computer game "Sim City 2000." Highlights include whole systems learning, problem solving, student performance, nonparametric statistics, and treatment of experimental…

  15. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network

    PubMed Central

    Chen, Yuzhong; Weng, Shining; Guo, Wenzhong; Xiong, Naixue

    2016-01-01

    Vehicular ad hoc networks (VANETs) have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency. PMID:26907272

  16. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network.

    PubMed

    Chen, Yuzhong; Weng, Shining; Guo, Wenzhong; Xiong, Naixue

    2016-02-19

    Vehicular ad hoc networks (VANETs) have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency.

  17. Before They Read: Teaching Language and Literacy Development through Conversations, Interactive Read-Alouds, and Listening Games

    ERIC Educational Resources Information Center

    Miller, Cathy Puett

    2010-01-01

    Preschool and kindergarten educators know that strong oral language skills must be in place before children can learn to read. In "Before They Read: Teaching Language and Literacy Development through Conversations, Interactive Read-Alouds, and Listening Games," Cathy Puett Miller helps educators teach those early literacy skills with engaging…

  18. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges.

    PubMed

    Krebs, Paul; Burkhalter, Jack E; Snow, Bert; Fiske, Jeff; Ostroff, Jamie S

    2013-09-11

    Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use.

  19. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges

    PubMed Central

    Fiske, Jeff

    2013-01-01

    Background Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. Objective The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. Methods The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. Results End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. Conclusions This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use. PMID:24025236

  20. Men's harassment behavior in online video games: Personality traits and game factors.

    PubMed

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  1. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students’ Experiences Using a Multiplayer Virtual World

    PubMed Central

    Hedman, Leif; Felländer-Tsai, Li

    2016-01-01

    Background Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Results Four categories characterizing the students’ experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Conclusions Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. PMID:27986645

  2. Games, Social Simulations, and Data--Integration for Policy Decisions: The "Sudan" Game

    ERIC Educational Resources Information Center

    Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael

    2013-01-01

    In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…

  3. A review of game-theoretic models of road user behaviour.

    PubMed

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  4. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game

    PubMed Central

    de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named “Get Coins,” through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user. PMID:29849549

  5. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game.

    PubMed

    Leite, Harlei Miguel de Arruda; de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.

  6. Analyzing Interaction Patterns to Verify a Simulation/Game Model

    ERIC Educational Resources Information Center

    Myers, Rodney Dean

    2012-01-01

    In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…

  7. Fun and Games: using Games and Immersive Exploration to Teach Earth and Space Science

    NASA Astrophysics Data System (ADS)

    Reiff, P. H.; Sumners, C.

    2011-12-01

    We have been using games to teach Earth and Space Science for over 15 years. Our software "TicTacToe" has been used continuously at the Houston Museum of Natural Science since 2002. It is the single piece of educational software in the "Earth Forum" suite that holds the attention of visitors the longest - averaging over 10 minutes compared to 1-2 minutes for the other software kiosks. We now have question sets covering solar system, space weather, and Earth science. In 2010 we introduced a new game technology - that of immersive interactive explorations. In our "Tikal Explorer", visitors use a game pad to navigate a three-dimensional environment of the Classic Maya city of Tikal. Teams of students climb pyramids, look for artifacts, identify plants and animals, and site astronomical alignments that predict the annual return of the rains. We also have a new 3D exploration of the International Space Station, where students can fly around and inside the ISS. These interactive explorations are very natural to the video-game generation, and promise to bring educational objectives to experiences that had previously been used strictly for gaming. If space permits, we will set up our portable Discovery Dome in the poster session for a full immersive demonstration of these game environments.

  8. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  9. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation.

    PubMed

    Lee, Kiju; Jeong, Donghwa; Schindler, Rachael C; Hlavaty, Laura E; Gross, Susan I; Short, Elizabeth J

    2018-01-01

    Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games) for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach. Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept) were also administered. Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously.

  10. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation

    PubMed Central

    Lee, Kiju; Jeong, Donghwa; Schindler, Rachael C.; Hlavaty, Laura E.; Gross, Susan I.; Short, Elizabeth J.

    2018-01-01

    Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games) for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach. Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept) were also administered. Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously. PMID:29868520

  11. Mesoscopic interactions and species coexistence in evolutionary game dynamics of cyclic competitions.

    PubMed

    Cheng, Hongyan; Yao, Nan; Huang, Zi-Gang; Park, Junpyo; Do, Younghae; Lai, Ying-Cheng

    2014-12-15

    Evolutionary dynamical models for cyclic competitions of three species (e.g., rock, paper, and scissors, or RPS) provide a paradigm, at the microscopic level of individual interactions, to address many issues in coexistence and biodiversity. Real ecosystems often involve competitions among more than three species. By extending the RPS game model to five (rock-paper-scissors-lizard-Spock, or RPSLS) mobile species, we uncover a fundamental type of mesoscopic interactions among subgroups of species. In particular, competitions at the microscopic level lead to the emergence of various local groups in different regions of the space, each involving three species. It is the interactions among the groups that fundamentally determine how many species can coexist. In fact, as the mobility is increased from zero, two transitions can occur: one from a five- to a three-species coexistence state and another from the latter to a uniform, single-species state. We develop a mean-field theory to show that, in order to understand the first transition, group interactions at the mesoscopic scale must be taken into account. Our findings suggest, more broadly, the importance of mesoscopic interactions in coexistence of great many species.

  12. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    NASA Astrophysics Data System (ADS)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  13. From MUDs to MMORPGs: The History of Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Bartle, Richard A.

    Today's massively multiplayer online role-playing games are the direct descendants of the textual worlds of the 1980s, not only in design and implementation terms but also in the way they are evolving thematically.

  14. Linking online gaming and addictive behavior: converging evidence for a general reward deficiency in frequent online gamers.

    PubMed

    Hahn, Tim; Notebaert, Karolien Hilde; Dresler, Thomas; Kowarsch, Linda; Reif, Andreas; Fallgatter, Andreas J

    2014-01-01

    Millions of people regularly play so-called massively multiplayer online role playing games (MMORPGs). Recently, it has been argued that MMORPG overuse is becoming a significant health problem worldwide. Symptoms such as tolerance, withdrawal, and craving have been described. Based on behavioral, resting state, and task-related neuroimaging data, we test whether frequent players of the MMORPG "World of Warcraft" (WoW) - similar to drug addicts and individuals with an increased risk for addictions - show a generally deficient reward system. In frequent players of the MMORPG "World of Warcraft" (WoW-players) and in a control group of non-gamers we assessed (1) trait sensitivity to reward (SR), (2) BOLD responses during monetary reward processing in the ventral striatum, and (3) ventral-striatal resting-state dynamics. We found a decreased neural activation in the ventral striatum during the anticipation of both small and large monetary rewards. Additionally, we show generally altered neurodynamics in this region independent of any specific task for WoW players (resting state). On the behavioral level, we found differences in trait SR, suggesting that the reward processing deficiencies found in this study are not a consequence of gaming, but predisposed to it. These findings empirically support a direct link between frequent online gaming and the broad field of behavioral and drug addiction research, thus opening new avenues for clinical interventions in addicted gamers and potentially improving the assessment of addiction-risk in the vast population of frequent gamers.

  15. Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts.

    PubMed

    Kneer, Julia; Glock, Sabine; Beskes, Sara; Bente, Gary

    2012-11-01

    Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers.

  16. Landspotting: Social gaming to collect vast amounts of data for satellite validation

    NASA Astrophysics Data System (ADS)

    Fritz, S.; Purgathofer, P.; Kayali, F.; Fellner, M.; Wimmer, M.; Sturn, T.; Triebnig, G.; Krause, S.; Schindler, F.; Kollegger, M.; Perger, C.; Dürauer, M.; Haberl, W.; See, L.; McCallum, I.

    2012-04-01

    geographically. Every player can play the game for free (i.e. a massive multiplayer online game). Furthermore, it is a social game on Facebook (e.g. invite friends, send friends messages, purchase gifts, help friends, post messages onto the wall, etc). The game is played in a web browser, therefore it runs everywhere (where Flash is supported) without requiring the user to install anything additional. At the same time, the Geo-Wiki system will be modified to use the acquired in-situ validation information to create new outputs: a hybrid land cover map, which takes the best information from each individual product to create a single integrated version; a database of validation points that will be freely available to the land cover user community; and a facility that allows users to create a specific targeted validation area, which will then be provided to the crowdsourcing community for validation. These outputs will turn Geo-Wiki into a valuable system for earth system scientists.

  17. Epigenetic game theory and its application in plants. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Zhang, Yuan-Ming; Zhang, Yinghao; Guo, Mingyue

    2017-03-01

    Wang's et al. article [1] is the first to integrate game theory (especially evolutionary game theory) with epigenetic modification of zygotic genomes. They described and assessed a modeling framework based on evolutionary game theory to quantify, how sperms and oocytes interact through epigenetic processes, to determine embryo development. They also studied the internal mechanisms for normal embryo development: 1) evolutionary interactions between DNA methylation of the paternal and maternal genomes, and 2) the application of game theory to formulate and quantify how different genes compete or cooperate to regulate embryogenesis through methylation. Although it is not very comprehensive and profound regarding game theory modeling, this article bridges the gap between evolutionary game theory and the epigenetic control of embryo development by powerful ordinary differential equations (ODEs). The epiGame framework includes four aspects: 1) characterizing how epigenetic game theory works by the strategy matrix, in which the pattern and relative magnitude of the methylation effects on embryogenesis, are described by the cooperation and competition mechanisms, 2) quantifying the game that the direction and degree of P-M interactions over embryo development can be explained by the sign and magnitude of interaction parameters in model (2), 3) modeling epigenetic interactions within the morula, especially for two coupled nonlinear ODEs, with explicit functions in model (4), which provide a good fit to the observed data for the two sexes (adjusted R2 = 0.956), and 4) revealing multifactorial interactions in embryogenesis from the coupled ODEs in model (2) to triplet ODEs in model (6). Clearly, this article extends game theory from evolutionary game theory to epigenetic game theory.

  18. Restoring Fun to Game Theory

    ERIC Educational Resources Information Center

    Dixit, Avinash

    2005-01-01

    The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.

  19. Advancing the Assessment of Parent-Child Interactions: Development of the Parent Instruction-Giving Game with Youngsters

    ERIC Educational Resources Information Center

    Hupp, Stephen D. A.; Reitman, David; Forde, Debra A.; Shriver, Mark D.; Kelley, Mary Lou

    2008-01-01

    This study investigates the validity of the Parent Instruction-Giving Game with Youngsters (PIGGY), a newly developed direct-observation system. The PIGGY is a derivative of the Dyadic Parent-Child Interaction Coding System II [DPICS-II; Eyberg, S. M., Bessmer, J., Newcomb, K., Edwards, D., Robinson, E. (1994). Manual for the Dyadic Parent-Child…

  20. Modeling Attrition in Organizations from Email Communication

    DTIC Science & Technology

    2013-09-08

    networks [17]. A particular example is the video - gaming industry, a huge and growing market around the world, valued at about $65 billion in 2011 [18...Symposium, 2007. ANSS ’07. 40th Annual, march 2007, pp. 33 –40. [18] T. R. Corporation, “Factbox: A look at the $65 billion video games industry,” http...online multiplayer games , user involvement and movement in online social networking plat- forms, and employee turnover within an organization. At