478 results on '"Multiplayer game"'
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2. Multiplayer Game
- Author
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Lee, Newton, editor
- Published
- 2024
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3. Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied.
- Author
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van Peppen, Lara, Faber, Tjitske J. E., Erasmus, Vicki, and Dankbaar, Mary E. W.
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MULTIPLAYER games , *CONTENT analysis , *PATIENT safety , *INTERPROFESSIONAL collaboration , *CLASSROOM environment - Abstract
Background: In health care, teamwork skills are critical for patient safety; therefore, great emphasis is placed on training these skills. Given that training is increasingly designed in a blended way, serious games may offer an efficient method of preparing face-to-face simulation training of these procedural skills. Objective: This study aimed to investigate the teamwork principles that were used during gameplay by medical students and teamwork experts. Findings can improve our understanding of the potential of serious games for training these complex skills. Methods: We investigated a web-based multiplayer game designed for training students' interprofessional teamwork skills. During gameplay, 4 players in different roles (physician, nurse, medical student, and student nurse) had to share information, prioritize tasks, and decide on next steps to take in web-based patient scenarios, using one-to-one and team chats. We performed a qualitative study (content analysis) on these chats with 144 fifth-year medical students and 24 health care teamwork experts (as a benchmark study) playing the game in groups of 4. Game chat data from 2 scenarios were analyzed. For the analysis, a deductive approach was used, starting with a conceptual framework based on Crew Resource Management principles, including shared situational awareness, decision-making, communication, team management, and debriefing. Results: Results showed that most teamwork principles were used during gameplay: shared situational awareness, decision-making (eg, re-evaluation), communication (eg, closed loop), and team management (eg, distributing the workload). Among students, these principles were often used on a basic level. Among experts, teamwork principles were used with more open forms of speak up and more justification of decisions. Some specific Crew Resource Management principles were less observed among both groups, for example, prevention of fixation errors and use of cognitive aids. Both groups showed relatively superficial debriefing reflections. Conclusions: Playing a multiplayer game for interprofessional teamwork appears to facilitate the application of teamwork principles by students in all important teamwork domains on a basic level. Expert players applied similar teamwork principles on a moderately high complexity level. Some teamwork principles were less observed among both students and expert groups, probably owing to the artifacts of the game environment (eg, chatting instead of talking). A multiplayer game for teamwork training can elicit the application of important, basic teamwork principles, both among novices and experts, and provides them with a flexible, accessible, and engaging learning environment. This may create time for exercising more complex skills during face-to-face training. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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4. LAS MUJERES SOSTIENEN (MÁS DE) LA MITAD DEL CIELO: EXAMINANDO LAS MOTIVACIONES, LOS COMPORTAMIENTOS Y EL CAPITAL SOCIAL EN UN JUEGO MULTIJUGADOR POPULAR ENTRE LAS JUGADORAS.
- Author
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Huang-Isherwood, Ke M., Kim, Steffie S. Y., Williams, Dmitri, and Bisberg, Alexander J.
- Abstract
Copyright of Revista Internacional de Sociología is the property of Consejo Superior de Investigaciones Cientificas and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
5. Quantifying attractiveness of incomplete-information multi-player game: case study using DouDiZhu
- Author
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Gao, Yuexian, Li, Wanxiang, Khalid, Mohd Nor Akmal, Iida, Hiroyuki, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Jiming, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Hirche, Sandra, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Liang, Qilian, Series Editor, Martin, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Möller, Sebastian, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zhang, Junjie James, Series Editor, Alfred, Rayner, editor, Lim, Yuto, editor, Haviluddin, Haviluddin, editor, and On, Chin Kim, editor
- Published
- 2020
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6. Case Study: Game Character Creation Process
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Canheti, Cassiano, Andalo, Flávio, Vieira, Milton Luiz Horn, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, and Ahram, Tareq Z., editor
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- 2019
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7. A Framework for Preadolescent Programmers to Create Cooperative Multiplayer Reading Games
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Anand, Christopher Kumar, d’Alves, Curtis, Irfan, Yumna, Kazmi, Biya, Koehl, Stephanie, Lin, Stephanie, Schankula, Christopher William, Sheth, Chinmay Jay, Yazdinia, Pedram, Zhang, John, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Auer, Michael E., editor, and Tsiatsos, Thrasyvoulos, editor
- Published
- 2019
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8. A multiplayer game model to detect insiders in wireless sensor networks
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Ioanna Kantzavelou, Leandros Maglaras, Panagiotis F. Tzikopoulos, and Sokratis Katsikas
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Intrusion detection ,Game theory ,Wireless sensor networks ,Multiplayer game ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
Insiders might have incentives and objectives opposed to those of the belonging organization. It is hard to detect them because of their privileges that partially protect them. In Wireless Sensor Networks (WSNs), significant security issues arise, including compromised nodes by insiders that disrupt the normal network operation. Immediate defensive actions to isolate malicious nodes would mitigate any related impacts. A multiplayer game model is proposed as a solution to the problem of insider attacks in WSNs, the Game of Wireless Sensor Networks (GoWiSeN). It is an imperfect information game, formulated with the use of non-cooperative game theory, holding the assumption that all players are rational. The model consists of several Local Intrusion Detection Systems (LIDSs), which are located to different nodes and communicate with a Global Intrusion Detection System (GIDS). Each LIDS gives suggestions whether the monitoring node is trusted or not. The game is being played between a potential attacker, the nodes and the GIDS. The GIDS is responsible for making a final decision and for isolating a compromised node in case of an internal attack. The theoretical model represents these interactions in an extensive form game. The formal elements of the game are specified, the outcomes of the game are quantified by first specifying players’ preferences, and then, by using the von Neumann-Morgenstern utility function, and payoffs are obtained. The game is constructed and solved, by locating NE in pure and mixed strategies. Experimental evaluations conducted on real network datasets, using IDSs of different capabilities, simulate special cases and compromised nodes in a WSN, verify the model efficiency, and show how the game should be played.
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- 2022
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9. Raising Awareness on Archaeology: A Multiplayer Game‐Based Approach With Mixed Reality.
- Author
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Loiseau, Mathieu, Lavoué, Élise, Marty, Jean‐Charles, and George, Sébastien
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MIXED reality ,CLASSROOM environment ,COVID-19 pandemic ,EDUCATIONAL games ,ACTIVE learning - Abstract
Our research deals with the development of a new type of game‐based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role‐playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual) for the players’ involvement in the game. [ABSTRACT FROM AUTHOR]
- Published
- 2021
10. The Design and Evaluation of a Multiplayer Serious Game for Pharmacy Students.
- Author
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Dudzinski, Maciej, Greenhill, Darrel, Kayyali, Reem, Nabhani, Shereen, Philip, Nada, Caton, Hope, Ishtiaq, Sonya, and Gatsinzi, Francis
- Subjects
PHARMACY students ,PHARMACY education ,COVID-19 pandemic ,ACTIVE learning ,HIGHER education ,VIDEO games in education - Abstract
Educational computer games are increasingly being used in higher education and offer the potential of greater engagement, improved results and simpler, centralised updating of teaching material. However the evidence for the usefulness of such technologies is not yet conclusive. Consequently there is a need for improved design and evaluation of educational games. The aim of this study is to identify a successful game design for a multiplayer serious game to be used in learning. The design is being developed and evaluated through the creation of a game called ‘Pharmacy Challenge’ to allow small groups of pharmacy students at Kingston University (KU) to simultaneously revise certain aspects of the pharmacy curriculum in timed quiz‐based challenges. The game is a web application with both single and multiplayer modes that can be run from a web browser on phones, tablet devices and PCs. All activities performed by players including time of access, time to answer and questions answered can be stored in data logs for future analysis. A pre‐intervention survey conducted on students’ perceptions on educational gaming informed the design of the game, which indicated that most students tend to play games on mobile devices. The game was then trialled on a group of around 60 mostly female students on a module running on years 3 and 4 of the pharmacy course over a week long period which could be played at any time of the day. Following the trial a post‐intervention survey was used to assess the students’ perception of the game. Students found the game interesting, stimulating and helpful and they identified its potential to motivate them and to facilitate their learning Positive responses indicate that games can be a valuable addition to pharmacy curriculum. The successful introduction of the game into the pharmacy curriculum demonstrates the value of education games in learning and student engagement. [ABSTRACT FROM AUTHOR]
- Published
- 2021
11. Model-free adaptive optimal control for nonlinear multiplayer games with input disturbances.
- Author
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Shi, Jing, Peng, Chen, Zhang, Jin, Zhang, Zhihao, and Xie, Xiangpeng
- Subjects
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MULTIPLAYER games , *ADAPTIVE control systems , *COST functions , *SYSTEM dynamics , *COST estimates - Abstract
In this paper, we investigate a model-free identifier-critic-based optimal adaptive controller for multiplayer games with the input disturbances. Specifically, we first adopt the identifier neural network to identify the system dynamics. Simultaneously, we use the critic neural network to estimate the optimal cost function thereby obtaining the estimated optimal controller. Further taking the input disturbances into consideration, we add a feedback gain into the estimated optimal controller so as to obtain the controller. The learning of the identifier and critic network is online and simultaneous. Then, we analyze the stability of the proposed approach. Eventually, the simulation results illustrate the validity of the proposed controller. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
12. A Novel Serious Game for Trust-Related Data Collection in Supply Chains
- Author
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Niemann, Marco, Elischberger, Frederik, Diedam, Pia, Hopkins, Jorge, Thapa, Rewat, de Siqueira Braga, Diego, Hellingrath, Bernd, Lins, Anthony, Raffaele, Rennan Cavalcante, de L. Neto, Fernando Buarque, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Alcañiz, Mariano, editor, Göbel, Stefan, editor, Ma, Minhua, editor, Fradinho Oliveira, Manuel, editor, Baalsrud Hauge, Jannicke, editor, and Marsh, Tim, editor
- Published
- 2017
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13. GELENEKSEL ÇOCUK OYUNLARINDAN ÇOK OYUNCULU ÇEVRİMİÇİ OYUNLARA: SOSYAL GELİŞİM ALANLARI ÜZERİNE BİR DEĞERLENDİRME.
- Author
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KILIÇ, Samet
- Abstract
Copyright of Motif Academy Journal of Folklore is the property of Motif Yayincilik and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
14. Multiplayer Speculation, Interest Coalition, and Housing Prices Fluctuations.
- Author
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Li, Junqiang, Ren, Hao, Xu, Chenqian, and Zhang, Changcheng
- Subjects
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HOME prices , *PRICE fluctuations , *HOME ownership , *SPECULATION , *COALITIONS , *FINANCIAL risk - Abstract
Real estate gives a huge impetus to the development of the national economy and surging housing prices can easily trigger social problems and financial risks. Considering housing price fluctuations, this study constructs a stochastic evolutionary game model from the perspective of the implicit interest coalitions among local governments, real estate enterprises, and speculators. The stable condition of the model is that local government, local governments decide to regulate, real estate enterprises select not to hype housing prices, and speculators choose not to buy houses. Through numerical simulation, this study finds that the supervision of central government and the regulatory strength of local governments can affect the choices of players differently, which gives a new explanation for the retaliatory rise of housing prices when local governments conduct regulation measures frequently. In addition, gray income, the punishment of hype, and the cost of speculation can make the strategic moves of players different in severity and direction under a stochastic environment. Based on these findings, countermeasures and suggestions are proposed in this study. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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15. Communication Models in Asynchronous Multiplayer Video Games
- Subjects
багатокористувацька гра ,communication models ,media ,відеогра ,multiplayer game ,asynchronous game ,004.946.5:794-028.23]:316.7 ,моделі комунікації ,video game ,медіа ,асинхронна гра - Abstract
The purpose of the article is to study the communicative features of asynchronous multiplayer video games. Research methodology. This study uses general scientific methods of analysis and synthesis, as well as the historical method. The analysis was used for the existing theories that study asynchronous video games, as well as for the study of gaming experience in relevant projects. The synthesis allows us to form a general vision of the functioning of the considered class of video games in the context of popular communication models. The historical method allows us to observe the dynamics of the development of approaches implemented in asynchronous gameplay. The scientific novelty is to clarify the communicative specificity of asynchronous video games by using communicative models to describe the interaction of players in them. Conclusions. An asynchronous multiplayer video game demonstrates broad communication capabilities that differ to some extent from those presented in more familiar synchronous ones. Among the basic models of communication (linear, interactive, and transmission), no single one was found that would fully describe the phenomenon under study. It turned out that the technical features of communication in the studied video games are closer to the linear model, but organizing the communication process goes beyond it, creating various modifications. The most complex multiplayer asynchronous games build interaction based on cultural, social, and other contexts, which is more relevant to the transactional model. In other words, communication in asynchronous video games is described by a complex model that has elements of the linear and transactional models. While the communication of the first asynchronous multiplayer video games was limited to the motivation to compete, modern examples of video games are beginning to focus on more complex forms of communication., Метою статті є дослідження комунікативних особливостей асинхронних багатокористувацьких відеоігор. Методи дослідження. У цьому дослідженні використано загальнонаукові методи аналізу та синтезу, а також історичний метод. Аналіз використано для наявних теорій, що досліджують асинхронні відеоігри, а також для дослідження ігрового досвіду в релевантних проєктах. Синтез дає змогу сформувати загальне бачення функціонування розглянутого класу відеоігор в контексті популярних моделей комунікацій. Історичний метод дає змогу спостерігати динаміку розвитку підходів, що реалізовуються в асинхронному ігровому процесі. Наукова новизна полягає в з’ясуванні комунікативної специфіки асинхронних відеоігор за допомогою комунікативних моделей для опису взаємодії гравців у них. Висновки. Асинхронна багатокористувацька відеогра демонструє широкі комунікативні можливості, які певною мірою відрізняються від тих, що представлені в більш звичних синхронних. Серед базових моделей комунікації (лінійної, інтерактивної та трансмісійної) не було знайдено єдиної такої, яка повною мірою описувала б досліджуване явище. Виявилося, що технічно особливості комунікації в досліджуваних відеоіграх ближчі до лінійної моделі, але організація процесу комунікації виходить за її межі, створюючи різні модифікації. Найкомплексніші багатокористувацькі асинхронні ігри будують взаємодію, яка базується навколо культурного, соціального й інших контекстів, яка більш релевантна трансакційній моделі. Інакше кажучи, комунікація в асинхронних відеоіграх описується комплексною моделлю, яка має елементи лінійної та трансакційної. Якщо комунікація перших асинхронних багатокористувацьких відеоігор була обмеженою мотивацією до змагання, то сучасні приклади відеоігор починають орієнтуватися на складніші форми комунікації.
- Published
- 2023
- Full Text
- View/download PDF
16. Communication Models in Asynchronous Multiplayer Video Games
- Author
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Maliuk Yevhen
- Subjects
communication models ,media ,multiplayer game ,asynchronous game ,video game - Abstract
The purpose of the articleis to study the communicative features of asynchronous multiplayer video games. Research methodology.This study uses general scientific methods of analysis and synthesis, as well as the historical method. The analysis was used for the existing theories that study asynchronous video games, as well as for the study of gaming experience in relevant projects. The synthesis allows us to form a general vision of the functioning of the considered class of video games in the context of popular communication models. The historical method allows us to observe the dynamics of the development of approaches implemented in asynchronous gameplay. The scientific noveltyis to clarify the communicative specificity of asynchronous video games by using communicative models to describe the interaction of players in them. Conclusions.An asynchronous multiplayer video game demonstrates broad communication capabilities that differ to some extent from those presented in more familiar synchronous ones. Among the basic models of communication (linear, interactive, and transmission), no single one was found that would fully describe the phenomenon under study. It turned out that the technical features of communication in the studied video games are closer to the linear model, but organizing the communication process goes beyond it, creating various modifications. The most complex multiplayer asynchronous games build interaction based on cultural, social, and other contexts, which is more relevant to the transactional model. In other words, communication in asynchronous video games is described by a complex model that has elements of the linear and transactional models. While the communication of the first asynchronous multiplayer video games was limited to the motivation to compete, modern examples of video games are beginning to focus on more complex forms of communication.
- Published
- 2023
17. Enhancing the Metacognitive Skill of Novice Programmers Through Collaborative Learning
- Author
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Bernard, Margaret, Bachu, Eshwar, Kacprzyk, Janusz, Series editor, Jain, Lakhmi C., Series editor, and Peña-Ayala, Alejandro, editor
- Published
- 2015
- Full Text
- View/download PDF
18. Proposed Model of Multiplayer Matching Game Plugins Using Websocket in Moodle.
- Author
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Kotama, I Nyoman Darma, Saputra, Komang Oka, and Linawati
- Subjects
MULTIPLAYER games ,LEARNING Management System ,GAMIFICATION - Abstract
Nowadays Learning Management System has widely been used to assist learning process. On the other side, the advancement of technology in multimedia made many researchers have positive result in game based learning as factor that increase motivation and interest to deliver educational information. We try to propose a concept to implement a multiplayer matching quiz in Moodle LMS to enrich game based learning using Moodle future research about game-based learning implementation in Moodle. The proposed model implements websocket as its multiplayer backend and game questions using Moodle Quiz plugin as a question bank. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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19. Multiplayer games as extension of misère games.
- Author
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Suetsugu, Koki
- Subjects
- *
MULTIPLAYER games , *GAMES - Abstract
We introduce i-misère play to multiplayer impartial games, which is an extension of Li's rank-based play and, at the same time, which contains the normal play and the misère play as special cases when the number of players is two. We characterize losing positions of such plays for both NIM and Moore's game. i-misère play is defined as a special case of a more general notion of preference-based play, and we also study properties of some other preference-based plays. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
20. Decision-making with reference information.
- Author
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Kawaguchi, Riho, Yanagisawa, Daichi, and Nishinari, Katsuhiro
- Subjects
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DECISION making , *REFERENCE sources , *INFORMATION theory , *GAME theory , *RISK-taking behavior , *CHOICE (Psychology) - Abstract
Abstract We often try to predict others' actions by obtaining supporting information that shows a preference index of surrounding people. In order to reproduce these situations, we propose a game named "One-sided Preference Game with Reference Information (OSPG-R)." We conducted experiments in which players who have similar preferences compete for objects in OSPG-R. In the experiment, we used three different types of objects: boxes, faces, and cars. Our results show that the most frequently selected object was not the most popular one. In order to gain deeper insights into the experiment's results, we constructed a decision-making model based on two assumptions: (1) players are rational and (2) are convinced that the other players' preference orders are equivalent to the preference index for the group. Compared to the choice behavior of the model, the experiment's results show that there was a tendency to take risks when the objects were faces, or the priority of that particular player was low. Highlights • We propose a multiplayer decision-making game with reference information. • We conducted experiments where players competed for objects: boxes, faces, and cars. • The most frequently selected object was not the most popular one. • When the objects were faces, players tended to choose to take risks. • Choice behavior between risk and safe were not symmetrical. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
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21. Nature of Attractive Multiplayer Games: Case Study on China’s Most Popular Card Game—DouDiZhu
- Author
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Yuexian Gao, Wanxiang Li, Yuhao Xiao, Mohd Nor Akmal Khalid, and Hiroyuki Iida
- Subjects
multiplayer game ,incomplete information game ,game refinement theory ,card game ,doudizhu ,Information technology ,T58.5-58.64 - Abstract
DouDiZhu, a multiplayer game with incomplete information, is the most popular card game in China. Although there are many DouDiZhu card games in the world, the specific characteristics of classical DouDiZhu card games are a harmonious combination of player numbers, player characters (landlords and peasants), deck numbers, and scoring systems. However, research on the complexity and attractiveness of DouDiZhu has not established. Therefore, in this paper, artificial intelligence (AI) players of different levels of DouDiZhu game were constructed for research, self-game simulation was conducted for DouDiZhu AI players, and game refinement measures were used to evaluate and identify the best Settings of the game. The results show that classical DouDiZhu provides the most complex game setup for all types of DouDiZhu AI players, while also clarifying its popularity.
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- 2020
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- View/download PDF
22. Players' Stories and Secrets in Animal Crossing
- Author
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Yisen Dai, Carman Neustaedter, Diane Gromala, Zhicong Lu, Xin Tong, and F. David Fracchia
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Social communication ,New horizons ,Coronavirus disease 2019 (COVID-19) ,Computer Networks and Communications ,business.industry ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,Emotional well-being ,Human-Computer Interaction ,Social dynamics ,Pandemic ,Narrative ,Sociology ,Multiplayer game ,business ,Social Sciences (miscellaneous) - Abstract
Animal Crossing is an online multiplayer game that supports social communication and collaboration. Its recent version, New Horizons, is immensely popular having sold over 32 million copies worldwide, with many players attracted to the opportunities it provides to remotely socialize during the COVID-19 pandemic. To understand players' increased positive emotions and social interactions, we surveyed 119 of them betweenMay and December 2020 and conducted remote interviews with 25 respondents. We identified the social dynamics among players and with non-player characters (NPCs), and analyzed how positive social interactions were facilitated under player-generated narratives and game-determined narratives. Based on our empirical analyses, we have extended our understanding of how to create positive, safe, and friendly interactions: (1)the design of mood-improving game worlds with flexible game tasks, (2) implementation of game-determined activities with social implications, (3) provision of player rewards to reinforce their social interactions, and (4)creation of opportunities to integrate NPCs' game-determined narratives into player-generated narratives.
- Published
- 2021
23. Evolutionary multiplayer game analysis of accounts receivable financing based on supply chain financing
- Author
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Chang Yan, Zhenyu Zhang, Hanwen Kang, Zhuo Chen, and Bo Yan
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Finance ,Core (game theory) ,Trade credit ,Factoring ,Supply chain finance ,business.industry ,Strategy and Management ,Supply chain ,Business ,Multiplayer game ,Management Science and Operations Research ,Industrial and Manufacturing Engineering ,Accounts receivable - Abstract
This paper introduces the core enterprise into the traditional accounts receivable financing model, which only includes the bank and the small and medium-sized enterprise (SME), and further analyse...
- Published
- 2021
24. Creating game user interfaces and handling user interactions using PyGame : Multiplayer game and AI game
- Author
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Lekaj, Nikolina and Babić, Snježana
- Subjects
Pygame ,Multiplayer game ,Igra za dvoje ,Connect4 ,SOCIAL SCIENCES. Information and Communication Sciences. Information Systems and Information Science ,DRUŠTVENE ZNANOSTI. Informacijske i komunikacijske znanosti. Informacijski sustavi i informatologija ,AI game ,Igra protiv umjetne inteligencije ,Python - Abstract
Izrađena Connect four igrica na programskom jeziku Python. Grafiku, odnosno sam izgled igrice izrađen je koristeći PyGame koji omogućuje stvaranje potpuno opremljene igrice. Postoje dva tipa igre; jedna u kojoj igraju dvije fizičke osobe i druga u kojoj fizička osoba igra protiv stroja, odnosno umjetne inteligencije. Created Connect four game in Python programming language. The graphics was created using PyGame, which allows the creation of a fully equipped game. There are two game types: one in which two natural persons play and the other in which a natural person plays against a machine, i.e. artificial intelligence.
- Published
- 2022
25. Designing a Multiplayer Game for Inflight Entertainment Systems
- Author
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Gustavsson, Linnéa, Eriksson, Amanda, Gustavsson, Linnéa, and Eriksson, Amanda
- Abstract
The global airline industry is a significant market. Every year, millions of people travel by long-haul flights for different purposes. Inflight entertainment (IFE) systems are offered as a service in the aircraft cabin to keep these passengers entertained during the flight. Since IFE can significantly impact the passenger’s journey, aviation companies need to be at the forefront of providing and developing well-developed systems. Furthermore, a feature that can enhance the flight experience is a multiplayer game. Thus, this thesis aims to investigate how to design the user interface (UI) and the user experience (UX) of a multiplayer game suitable for a wide variety of users. A user-centered design process with a focus on universal design has been followed throughout the project. Additionally, the four main activities of interaction design have been carried out to reach the final result, which is a high fidelity prototype developed in Figma. The result has the potential to be a commercial product if being further developed. Thereby it could both enhance passenger satisfaction and give added business value to the airlines.
- Published
- 2022
26. Development of demonstration video game regarding development of networked video games
- Author
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Pranjić, Sara and Sužnjević, Mirko
- Subjects
Unity ,umreženost ,višekorisnička igra ,TECHNICAL SCIENCES. Computing ,TEHNIČKE ZNANOSTI. Računarstvo ,networking ,multiplayer game ,Photon - Abstract
U ovom radu je obrađena tema stvaranja demonstracijske višekorisničke igre. Objašnjena je važnost takvih igara, te su navedene danas najpopularnije platforme i alati za izradu višekorisničkih igara. Korištenjem Unityja i Photona (PUN 2) stvorena je demonstracijska igra iz koje je stvoren projekt s nepotpunim kôdom. Igra se sastoji od dvije scene – scene s izbornicima i scene za igru. U sceni s izbornicima odvija se matchmaking tj. spajanje igrača s poslužiteljem, stvaranje novih soba, pregled postojećih soba i pridruživanje u postojeće sobe. Također, iz ove scene (iz sobe) može se započeti igra. U sceni za igru svaki igrač ima svoje „tijelo“ i svoju kameru, te se može slobodno kretati i gađati druge igrače koristeći svoje oružje. Cilj je u određenom vremenu pogoditi što je više protivničkih igrača i izbjeći što više tuđih napada (gađanja). Pri kraju igre tj. pri isteku vremena na ekranima svih igrača prikazuje se ljestvica bodova. Pomoću potpune verzije projekta, stvorena je nepotpuna verzija i upute sa zadacima. Pomoću uputa i zadataka, koji su namijenjeni učenicima i studentima, moguće je nadopuniti kôd do potpune i funkcionalne verzije. Ova vježba služi za demonstraciju stvaranja umrežene videoigre i sadrži sve najbitnije koncepte umreženosti. This thesis covers the topic of creating a demonstrational multiplayer game. The importance of such games is explained, and the most popular platforms and tools for creating multiplayer games today are listed. Using Unity and Photon (PUN 2), a demonstrational game was created from which a project with incomplete code was created. The game consists of two scenes - a scene with menus and a scene for the game. In the menu scene, matchmaking takes place, such as connecting players to the server, creating new rooms, listing existing rooms and joining them. Also, from this scene the game can be started. In the game scene, each player has their own "body", their own camera and can move freely and shoot other players using their weapons. The goal is to hit as many enemy players as possible in a given time and be hit the least. At the end of the game, when the timer hits zero, a rank list of scores is shown to each player. With the full version of the project, an incomplete version and instructions with tasks were made. With the help of instructions and tasks, which are intended for pupils and students, it is possible to fill the code to a complete and functional version. This exercise serves to demonstrate the creation of a networked video game and contains all the most important concepts of networking.
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- 2022
27. A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology
- Author
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Mathieu Loiseau, Élise Lavoué, Jean-Charles Marty, and Sébastien George
- Subjects
Game-Based Learning ,Multiplayer Game ,Mixed Reality ,Learning Scenario ,Archaeology ,Special aspects of education ,LC8-6691 ,Computer software ,QA76.75-76.765 - Abstract
Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual) for the players’ involvement in the game.
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- 2014
- Full Text
- View/download PDF
28. Method for Constructing Artificial Intelligence Player With Abstractions to Markov Decision Processes in Multiplayer Game ofMahjong
- Author
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Kunihito Hoki and Moyuru Kurita
- Subjects
business.industry ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,Perfect information ,Markov process ,Construct (python library) ,symbols.namesake ,Artificial Intelligence ,Control and Systems Engineering ,symbols ,Markov decision process ,Artificial intelligence ,Multiplayer game ,State (computer science) ,Electrical and Electronic Engineering ,Game tree ,business ,Software - Abstract
In this article, we propose a method for constructing artificial intelligence (AI) player of Mahjong , which is a multiplayer imperfect information game. Since the size of the game tree is huge, constructing an expert-level AI player of Mahjong is challenging. We define multiple Markov decision processes (MDPs) as abstractions of Mahjong to construct effective search trees. We also introduce two methods of inferring state values of the Mahjong using these MDPs. We evaluated the effectiveness of our method using gameplays vis-a-vis the current strongest AI player.
- Published
- 2021
29. Synthesizing Loop Invariants Through a Multiplayer Game
- Author
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Jha, Rohit
- Subjects
Computer science ,crowdsourcing ,gamification ,human computation ,loop invariant ,multiplayer game - Abstract
Human computation and crowdsourcing have been successfully proposed and applied to solve problems that are difficult to solve due to either the limitations of current computing technology or the existence of only a few experts. A common way to solve problems through human computation and crowdsourcing systems is to convert them into interactive games that target a wide audience of non-experts. Leveraging humans’ innate ability to recognize patterns, a few systems have solved the problem of synthesizing loop invariants through single-player puzzle games.This thesis proposes to apply human computation to synthesize loop invariants by having players find them through a multiplayer game. We explain the challenges involved in designing such games and explore the advantages multiplayer games offer over single-player games in terms of players’ efficiency of solving problems and the level of fun they have.
- Published
- 2017
30. We-intention to continue playing mobile multiplayer games: the role of social play habit
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Mengjun Li and Ayoung Suh
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Economics and Econometrics ,Sociology and Political Science ,Social gaming ,business.industry ,Communication ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,Information technology ,Context (language use) ,02 engineering and technology ,020204 information systems ,Honor ,0502 economics and business ,0202 electrical engineering, electronic engineering, information engineering ,050211 marketing ,Social play ,Multiplayer game ,Habit ,business ,Psychology ,Mechanism (sociology) ,media_common - Abstract
PurposeThe purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.Design/methodology/approachDrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.FindingsThe results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.Research limitations/implicationsThis study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.Originality/valueThis study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.
- Published
- 2021
31. Criterion for the existence of a consistent protocol in a partial erasure channel
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Decodes ,biology ,business.industry ,Network packet ,Computer science ,General Mathematics ,Transmitter ,Covert channel ,Data_CODINGANDINFORMATIONTHEORY ,Binary erasure channel ,biology.organism_classification ,Transmission (telecommunications) ,Multiplayer game ,business ,Computer Science::Information Theory ,Communication channel ,Computer network - Abstract
Covert channels allow one to transmit information using mechanisms that were not originally intended for transmission. An example is a process in which a transmitter encodes information in moves of a character of a multiplayer game, and a receiver observes the moves and decodes the original message. This channel may be noisy, since the character may fall out of the receiver’s sight, a number of network packets may be lost, etc. Thus there emerges a natural problem of ogranizing a reliable channel. We propose a formal model called a partial erasure channel that describes the interaction of a transmitter and a receiver, introduce the notion of a consistent transmission protocol, formulate and prove the consistency criterion on the transmitting side and construct the optimal receiver for the given consistent transmitter.
- Published
- 2021
32. A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned
- Author
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Anna-Karin Lindqvist, Helena Lindvall, Stina Rutberg, Teemu H. Laine, and Jörgen Normark
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Computer science ,Process (engineering) ,Behavior change ,Core (game theory) ,Artificial Intelligence ,Control and Systems Engineering ,Human–computer interaction ,Multidisciplinary approach ,Task analysis ,Use case ,Multiplayer game ,Electrical and Electronic Engineering ,Software ,User-centered design - Abstract
Recent decline in active transport and increase in motorized transport decreases physical activity and increases air pollution. Using games to motivate people to change their behavior toward active transport can mitigate this. We proposed Tic–Tac-Training , a distributed, collaborative, and competitive game for promoting active transport at workplaces. Tic–Tac-Training was developed through a multidisciplinary and iterative user-centered design (UCD) process in four stages: 1) paper prototype, 2) low-fidelity prototypes, 3) high-fidelity prototypes, and 4) digital prototype. User testing and playtesting ( N = 12) yielded a number of improvement suggestions. We also analyzed how Tic–Tac-Training supports the eight core drives of gamification (Octalysis), and presented 17 lessons learned in four categories. Findings suggest that UCD can be useful for developing exergame interventions for workplaces. Moreover, the lessons learned can benefit exergame designers. More research is needed to measure the behavior change effect of Tic–Tac-Training and its applicability to other use cases.
- Published
- 2020
33. OVERVIEW OF ADVANTAGES AND DISADVANTAGES OF GAME ENGINES. RATIONALE FOR THE CHOICE OF TOOLS AND TECHNOLOGIES FOR DEVELOPMENT OF THE CLIENT PART OF GAME APPLICATIONS
- Subjects
game engine ,development ,lcsh:Technology (General) ,ComputingMilieux_PERSONALCOMPUTING ,review ,selection ,lcsh:T1-995 ,client application ,multiplayer game - Abstract
This article provides an overview of the advantages and disadvantages of game engines. The rationale for the choice of a game engine when creating a client-side multiplayer game of a certain genre based on the developer’s experience is given.
- Published
- 2020
34. Event‐triggered control of input‐affine nonlinear interconnected systems using multiplayer game
- Author
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Hamidreza Modares, Sarangapani Jagannathan, and Vignesh Narayanan
- Subjects
Computer science ,Mechanical Engineering ,General Chemical Engineering ,Biomedical Engineering ,Aerospace Engineering ,Optimal control ,Decentralised system ,Industrial and Manufacturing Engineering ,Nonlinear system ,Control and Systems Engineering ,Control theory ,Affine transformation ,Multiplayer game ,Electrical and Electronic Engineering ,Control (linguistics) ,Event triggered - Published
- 2020
35. Provider risks connected with uncertainty in the legal nature of online games’ terms of use
- Author
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Ellina V. Vlasenko and Maria A. Andrianova
- Subjects
Information privacy ,business.industry ,media_common.quotation_subject ,Liability ,Internet privacy ,Doctrine ,ComputingMilieux_LEGALASPECTSOFCOMPUTING ,Legislature ,Legislation ,Login ,Multiplayer game ,Civil code ,business ,media_common - Abstract
In the practice of the Russian courts, when creating an account in an online multiplayer game, any agreement concluded between the provider and the user seems to be covered by article 1062 of the Civil Code of the Russian Federation, which is why this topic is not subject to judicial examination. However, this approach is unlikely to be applied for much longer, as it does not stand up to criticism. It can only be interpreted as a court attempt to insulate itself from the issue of virtual property. This article is devoted to the consideration the key risks to a provider related to the uncertain legal status of an online games’ terms of use, particularly the prohibition to share a user’s account or login credentials with anyone and a user’s actual rights to virtual content associated with his account. To achieve the research goal, the authors review the legal literature and perform a case study in this area, use a comparative method to identify legislative approaches in different legal systems regarding a user’s rights to their account and the virtual content connected with it, and determine the aspects of the user agreement that obviously contain risks for the provider. As a result of the research, the authors conclude that online multiplayer games are a sphere that tends to self-regulate. Therefore, to the extent possible, the risk of imbalance between self-regulation capabilities and the need to avoid abuse of the current situation, both by providers and users, should be minimized. The main source of regulation for relations between providers and players remains an agreement between them, which can be qualified as a mixed contract. However, such a qualification carries a risk for the provider, due to the complexity of determining the consequences of using the agreement as a single document, which combines various goals, ranging from determining the amount of processing of a player’s data and to fixing the legal regime of a user’s account. Regarding prohibition to share a user’s account, the authors assume that, according to Russian legislation, the most appropriate path is to determine it as a prohibition of assignment to secure providers from the liability for protection of users’ data. The lack of special regulation in this area allows the provider, through the terms of use, to sidestep the potential risk of protecting the player’s copyright on virtual content associated with his account. The authors, however, suggest that using an analogue of the American “sweat of the brow” doctrine in user agreements can to a certain extent remove the provider’s risks associated with the players’ real rights to their in-game property.
- Published
- 2020
36. A Two-Stage Optimization Model for Large-Scale Group Decision-Making in Disaster Management: Minimizing Group Conflict and Maximizing Individual Satisfaction
- Author
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Xiaohong Chen, Qifeng Wan, Jun Zhuang, and Xuanhua Xu
- Subjects
Emergency management ,Operations research ,Computer science ,business.industry ,Strategy and Management ,Group conflict ,General Social Sciences ,General Decision Sciences ,02 engineering and technology ,Multiple-criteria decision analysis ,Group decision-making ,Arts and Humanities (miscellaneous) ,020204 information systems ,Management of Technology and Innovation ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Social media ,Multiplayer game ,Objectivity (science) ,business - Abstract
As for large-scale group decision-making (LSGDM) in disaster management, the number of decision makers is so large-scale that decision-making is time consuming, but sometimes disaster management is urgent for time. Inspired by multiplayer game theories, this paper proposes a two-stage optimization model that maximizes individual satisfaction at the first stage and minimizes group conflict at the second stage. Furthermore, the introduction of public social media data to determine decision criteria and weights greatly improves the objectivity of decision-making. The proposed method effectively saves the decision time while ensuring the quality of LSGDM. The case study verifies the feasibility of the method.
- Published
- 2020
37. Study of an Application Development Environment Based on Unity Game Engine
- Author
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Sagor Ahamed, Anomita Das, Shahnawaz Md Tanjib, and Ms. Qamrun Nahar Eity
- Subjects
Development environment ,Unity ,Process (engineering) ,Computer science ,Game engine ,ComputingMilieux_PERSONALCOMPUTING ,mobile game testing ,computer.software_genre ,Asset (computer security) ,Mobile media ,Scripting language ,Human–computer interaction ,Multiplayer ,Android Mini Game ,Multiplayer game ,computer ,Analysis - Abstract
In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged citizens. Our paper is about learning the development process of an ordinary online multiplayer game model and analysis of the complexity for its mobile option by several types of testing using Unity game engine. The emphasis is put on utilizing the inherent Unity segments in a multiplayer game in particular, building up accessory practices to utilize Unity’s Scripting API for C# and incorporating outsider segments like the networking engine, 2D models, and molecule frameworks made for use with Unity and accessible through the Unity Asset Store. We choose to lead a convenient testing on the implemented mobile game application. We also make remarks on Unity as a multiplayer game improvement condition and execution engine.
- Published
- 2020
38. Game Modelling and Strategy Research on Trilateral Evolution for Coal-Mine Operational Safety Production System: A Simulation Approach
- Author
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Li Yan, Ziyan Zhao, Dai Haifeng, and Yan Zhang
- Subjects
Sustainable development ,Government ,Multidisciplinary ,Article Subject ,General Computer Science ,business.industry ,Process (engineering) ,Computer science ,020209 energy ,Coal mining ,Stakeholder ,Evolutionary game theory ,QA75.5-76.95 ,02 engineering and technology ,Environmental economics ,Incentive ,Electronic computers. Computer science ,0202 electrical engineering, electronic engineering, information engineering ,Production (economics) ,Portfolio ,020201 artificial intelligence & image processing ,Multiplayer game ,business - Abstract
In view of the particularity and high risk of coal mining industry, the decision-making behavior of multiple agents inside the coal-mine enterprise plays a very important role in ensuring the safety and sustainable development of coal mining industry. The existing literature studies on coal-mine safety production focus mainly on statically analyzing the game among the external entities such as the government, the enterprises themselves, and the employees inside the enterprise from a macro perspective,are short of research on revealing the dynamic interactions among the actors directly involved in the coal-mine accidents and also on proposals for effective interactions that will lead to improved safety outcomes. Therefore, this paper explores the use of evolutionary game theory to describe the interactions among the stakeholders in China’s coal-mine safety production system, which includes the organization, the first-line miners, and the first-line managers. Moreover, the paper also explores dynamic simulations of the evolutionary game model to analyze the stability of stakeholder interactions and to identify equilibrium solutions. The simulation results show that when certain conditions are met, the decision-making behavior of the organization, miners, and managers can evolve into the unique ideal steady state (1, 1, 1). In addition, the strategy portfolio with a relatively high initial proportion of three agents converges more quickly to an ideal state than a relatively low strategy portfolio. Moreover, the stable state and equilibrium values are not affected by the initial value changes. Finally, we find that the combination of positive incentive policies and strict penalties policies can make the evolutionary game system converge to desired stability faster. The application of the evolutionary game and numerical simulation when simulating the multiplayer game process of coal-mine safety production is an effective way, which provides a more effective solution to the safety and sustainable development of coal mining industry.
- Published
- 2020
39. I'm just trolling: The role of normative beliefs in aggressive behaviour in online gaming
- Author
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Zorah Hilvert-Bruce and James T. Neill
- Subjects
Aggression ,05 social sciences ,050301 education ,050801 communication & media studies ,Context (language use) ,Human-Computer Interaction ,0508 media and communications ,Information processing theory ,Arts and Humanities (miscellaneous) ,Vignette ,Intervention (counseling) ,Harassment ,medicine ,Normative ,Multiplayer game ,medicine.symptom ,Psychology ,0503 education ,Social psychology ,General Psychology - Abstract
Based on the social-cognitive information processing model and the theory of normative beliefs, this study tests if gamers normalise aggression in games, and whether these normative beliefs explain their aggressive behaviour in games. Experimental cross sectional, worldwide data was collected through an online survey of gamers (N = 1646). Participants were randomly assigned to read a vignette describing an instance of verbal harassment occurring either online (within a multiplayer game) or offline (within a board game cafe) and were asked how acceptable and tolerable they found the harassment. There was a significant moderate main effect of context which indicated that harassment was perceived as more normal in the online gaming scenario. Normative beliefs about cyberaggression significantly predicted both general and prejudiced cyberaggression. Additionally, normative beliefs partially mediated the relationship between age and general cyberaggression (small effect) and gender and general cyberaggression (large effect). As normative beliefs are dynamic and modifiable, cyberaggression prevention and intervention efforts should include modification of beliefs which support the legitimacy and acceptability of cyberaggression in games. These findings provide insight into how gamer culture around acceptability of trash talk relates to toxicity in games and suggest directions for further research.
- Published
- 2020
40. Guides Are Many Things
- Author
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Crois, Elvira and Educational Science
- Subjects
Multiplayer Game ,Participatory Performance ,Hosting ,VR-game ,audience participation - Abstract
This booklet is a report of a two-day exchange in May 2022 in Viborg on the question: ‘What can VR-games learn from participatory performance in terms of hosting and guiding the players?’ This question was posed by Michelle Kranot, who is curious to learn more on the strategies participatory performance artists use to prepare an audience into a performance and the skills a performer requires to guide an audience. This question seemed imperative for VR-game development since, in this field, there is little knowledge on hosting players. For this exchange, Kranot invited participatory performance artists Sarah John (AU/DK) and Katrien Oosterlinck (BE) to lead two workshops – one for young people from a local art school on Monday May 23rd 2022 and one for pedagogy students at the university on Tuesday May 24th. These workshops introduced (1) the aesthetic language of John and Oosterlinck in which the audience is an artistic medium (alike sound, words, or movement). These workshops also were (2) a precursor for two in-depth conversations between Kranot, John, Oosterlinck, and Belgian scholar in arts education Elvira Crois (Vrije Universiteit Brussel & University of Antwerp). These conversations addressed the questions: ‘How do you host players of a VR-game? How to get people into the space? How to lead them out of the space? What parameters and steps are needed to guide an audience? What is going on inside a host when they meet an audience?’
- Published
- 2022
41. Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning
- Author
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Dilek Şenocak, Köksal Büyük, and Aras Bozkurt
- Subjects
Game design ,Mode (computer interface) ,Computer Networks and Communications ,Distance education ,Mathematics education ,Survey research ,Context (language use) ,Multiplayer game ,Low motivation ,Psychology ,Education - Abstract
Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types and the correlations of gamification experience, game mode, and gender with the user types’ scores within the context of an ODL system. The researchers adapted quantitative cross-sectional survey design to seek answers in this study. The Hexad user types of distance learners were determined based on the online “Gamification User Types Hexad Scale.” Findings revealed that the most common user types in the ODL environment were Philanthropists, Achievers, and Free Spirits, followed by Socializers and Players with a lower mean, while the least common user type was Disruptors. Women tended to score higher than men on the Disruptor user type. Achievers, Socializers, Philanthropists, and Players preferred multiplayer game modes, while the game mode had little influence on Free Spirits and Disruptors. Regarding the gamification experience, Players and Free Spirits seemed to have more experience of gamified applications. This study provides insights to learning designers in developing gamified ODL systems to engage the different Hexad user types.
- Published
- 2021
42. Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game
- Author
-
Konstantinos Chorianopoulos, Alexandros Merkouris, and Varvara Garneli
- Subjects
Game programming ,Computer science ,business.industry ,Learning environment ,ComputingMilieux_PERSONALCOMPUTING ,Robotics ,Collaborative learning ,Robotic spacecraft ,Human–robot interaction ,Human–computer interaction ,Robot ,Artificial intelligence ,Multiplayer game ,business - Abstract
Game-based competitive or cooperative robotics activities constitute an effective approach to exploit the child-robot interaction perspective. However, in most game-based robotics activities robots act autonomously to achieve the goal. In this work, we aim to promote the child-robot interaction aspect through a multiplayer game where one team of robots and humans collaborates to compete with another team of humans and cobots. We describe the design of an open space that will allow children to gain access, locally and remotely, and program robotic agents to play the traditional “Capture the Flag” game in a physical stadium-arena. Through this space, we intend to teach robotics, while programming human-robot interfaces, within a computer-supported game-based learning environment. We give insights on the initial design of such an open space and the educational benefits of its use in the comprehension of abstract computational and STEM concepts.
- Published
- 2021
43. Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us
- Author
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Rudra Patel, Stephen Tan, Morva Saaty, Saylee Marulkar, Emily Newton, Justin Israel, D. Scott McCrickard, Jonathan Thomas Rukaj, and Derek Haqq
- Subjects
Casual ,Coronavirus disease 2019 (COVID-19) ,business.industry ,media_common.quotation_subject ,ComputingMilieux_PERSONALCOMPUTING ,Public relations ,Social relation ,Interdependence ,SAFER ,Designtheory ,Multiplayer game ,business ,Psychology ,Recreation ,media_common - Abstract
The COVID-19 pandemic has greatly affected face-to-face social interaction with and among relational partners - relatives, friends, and others. Prior to the pandemic, many people relied on face-toface social play experiences to help them maintain relationships and satisfy relatedness needs. However, growing coronavirus-related concerns have made such activities unwelcome or inaccessible, leading many to turn to technology-mediated experiences, as a safer alternative means of supporting recreational play with nonproximal relational partners. But how does one design technologymediated recreational play experiences to satisfy a diverse range of user needs, interests, and preferences? To explore this area of interest we study the social experience afforded by the multiplayer game, Among Us. We conduct a diary study with students enrolled in an undergraduate HCI course and report on the findings of a post-study reflective activity. Our findings highlight that casual interdependent games that explicitly and implicitly foster social interaction among players, do provide opportunities for satisfying remote play social experiences when augmented by rich communication technologies. Published version
- Published
- 2021
44. AI Coach for Battle Royale Games
- Author
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Christopher Pierse, Lisa Ryan, Matt Doerner, and Nina Zhou
- Subjects
Battle ,business.industry ,Computer science ,media_common.quotation_subject ,ComputingMilieux_PERSONALCOMPUTING ,Coaching ,GeneralLiterature_MISCELLANEOUS ,Personalization ,Learning curve ,Human–computer interaction ,Multiplayer game ,Performance improvement ,Set (psychology) ,business ,Player game ,media_common - Abstract
Battle Royale is a popular online multiplayer game genre that combines last-man-standing shooter gameplay with survival, combat, and scavenging elements. Since several abilities beyond basic combat skills affect player performance in game, the learning curve can be steep for many players. To enhance the gameplay experience, we propose the AI Coach algorithm to provide personalized and adaptive coaching suggestions to Apex Legends players. The proposed algorithm first models player game skills with a comprehensive set of in-game attributes using a random forest. Then, it artificially perturbs individual player data to search for impactful candidate attributes and the associated actions that an individual player can use to improve their game skill. The AI Coach technique provides automated and objective suggestions based on players’ recent gameplay data, optimizing expected game outcomes. We examined the efficacy of the AI Coach on Apex Legends recommendations using expected game performance improvement and a retrospective study. Our study results showed that a player’s acceptance of the top three coaching tips is associated with 4-7% improvement in expected player skill measurement. In addition, the retrospective study indicated that players who naturally accepted the top suggestions exhibit significant improvement in skill compared to players who did not.
- Published
- 2021
45. Network Partitioning as Cooperative Games with Costs of Links
- Author
-
Ladislav Beránek and Radim Remeš
- Subjects
Change over time ,Identification (information) ,education.field_of_study ,Community building ,Informatics ,Population ,Social dilemma ,Multiplayer game ,Community development ,education ,Data science - Abstract
Real networks, both social, business or informatics, and others, are evolving. It means that the composition of communities, mostly occurring in these networks, is also changing. Societies evolve and change in different ways. Also, their number in a particular network can change over time. In this paper, we discuss the identification and development of communities in a network over time. The basis of the interactions we take into account is a multiplayer game as a social dilemma played in a large network population. We assume that members interact in randomly formed coalitions. We have created a simulation model that allows us to model community building as specific coalitions. The proposed model also includes mechanisms that occur in real networks. It contains the cost of maintaining links between network members and the possibility of selecting partners for interactions primarily. It affects the dynamics of community development processes in networks. Simulation experiments show the development of communities in the network and the influence of various parameters, especially the cost of maintaining relationships between players in the network.
- Published
- 2021
46. Decentralized Online Multiplayer Game Based on Blockchains
- Author
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Philipp Horwat, Natalie Roth, Raphael Burkert, Dennis Stamm, Marc Jansen, Fabian Stamm, Jan Vogt, and Rico Lütsch
- Subjects
World Wide Web ,Blockchain ,Work (electrical) ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,Multiplayer game - Abstract
Decentralized apps offer users significant advantages. One main advantage is that the content belongs to the users. Although decentralized apps have been developed, decentralized multiplayer games have still been a challenge. This research work is therefore based on the question: Is it possible to create a turn-based real-time online multiplayer game based on decentralized applications on blockchain targeting the mobile market? This question is answered by the successful development of a decentralized online multiplayer game based on a blockchain.
- Published
- 2021
47. Employing Stochastic Multiplayer Games to Support Self-Organization over Ad Hoc Networks
- Author
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Ian Riley and Rose F. Gamble
- Subjects
Self-organization ,Service (systems architecture) ,Data access ,Computer science ,Wireless ad hoc network ,Distributed computing ,Quality of service ,Satisficing ,Multiplayer game ,Service provider - Abstract
Self-organization over ad hoc networks is of growing interest due to their application to collective adaptive systems of IoT devices, such as wearables and drones. These devices can possess situational goals that depend on the availability of external services provided by service providers (SPs) within the ad hoc network. SPs have quality-of-service (QoS) attributes whose values are based on the service(s) they have available. These QoS attributes can be negatively affected by environmental sources of uncertainty as well as behavioral constraints imposed on the SP to support self-organization via integration. Novel mechanisms are needed to evaluate the impact of an integration configuration on the SP's QoS attributes to produce Pareto optimal configurations. We construct a stochastic multiplayer game (SMG) that evaluates a SP's expected satisficing level given its privileged data access, sources of uncertainty, and QoS values. Polynomial regression is applied to the output of the SMG to produce a model to evaluate an integration configuration at runtime. We demonstrate the model on a rescue scenario involving wearables and drones and examine the efficacy of the resulting configurations.
- Published
- 2021
48. Social dilemma structure hidden behind traffic flow with route selection.
- Author
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Tanimoto, Jun and Nakamura, Kousuke
- Subjects
- *
DILEMMA , *TRAFFIC flow , *CELLULAR automata , *COMPUTER simulation , *GAME theory , *INFORMATION theory ,SOCIAL aspects - Abstract
Several traffic flows contain social dilemma structures. Herein, we explored a route-selection problem using a cellular automaton simulation dovetailed with evolutionary game theory. In our model, two classes of driver-agents coexist: D agents (defective strategy), which refer to traffic information for route selection to move fast, and C agents (cooperative strategy), which are insensitive to information and less inclined to move fast. Although no evidence suggests that the social dilemma structure in low density causes vehicles to move freely and that in high density causes traffic jams, we found a structure that corresponds to an n -person (multiplayer) Chicken ( n -Chicken) game if the provided traffic information is inappropriate. If appropriate traffic information is given to the agents, the n -Chicken game can be solved. The information delivered to vehicles is crucial for easing the social dilemma due to urban traffic congestion when developing technologies to support the intelligent transportation system (ITS). [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
49. Exploring the effects of integrating self-explanation into a multi-user game on the acquisition of scientific concepts.
- Author
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Hsu, Chung-Yuan, Tsai, Chin-Chung, and Wang, Hung-Yuan
- Subjects
- *
EMBEDDING theorems , *MULTIPLAYER games , *INTEGRATED learning systems , *CARDIOVASCULAR system , *HYDROLOGIC cycle , *EDUCATION - Abstract
The purpose of this study was to examine the impacts of embedding collaboration into a game with a self-explanation design for supporting the acquisition of light and shadow concepts. The participants were 184 fourth graders who were randomly assigned to three conditions: a solitary mode of the game with self-explanation, a collaborative mode with self-explanation, or the control condition of a single-user game without integrating self-explanation. Students' conceptual understanding was measured through an immediate posttest and a retention test with a three-week delay. Further, students' engagement in answering the prompts was also investigated. The findings showed that having students collaboratively play science-based games with a self-explanation design embedded was not sufficient to help them learn the science concepts. Rather, it was the level of engagement in responding to the self-explanation prompts that mattered. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
50. Possibilities and Limitations of Transferring an Educational Simulation Game to a Digital Platform.
- Author
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Erb, Ulrike
- Subjects
- *
SIMULATION games , *ENVIRONMENTAL education , *DIGITAL media research , *MULTIMEDIA communications , *FACE-to-face communication - Abstract
Background. Simulation games have proven to be useful in environmental education. In particular, the board game KEEP COOL has already successfully been used in multiple educational settings. In 2014, the new digital version of this game, KEEP COOL ONLINE 2 was developed. A special challenge was how to support interaction between players.Aim. This article investigates the potential of digital media for supporting interaction and educational experiences in multiplayer simulation games.Method. For this purpose the analog and digital versions of KEEP COOL have been compared, tested and evaluated in school classes.Results. This evaluation shows that interactivity and multimedia can be used in simulation games to provide an engaging game experience. However, compared to a face-to-face multiplayer game, drawbacks occur regarding ease of communication and traceability of interactions.Future Prospects. As the digital version is still in its prototype form, the full potential of digital media has not yet been put into practice. However, I will give some recommendations on how to make further use of interactivity and multimedia effects in order to enhance immersive player experience, as well as the achievement of relevant educational objectives. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
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