This document provides an overview of gaming culture and examines gamers' impact on society. It begins with definitions of common game types like first-person shooters, real-time strategy, role-playing games, and simulations. It then discusses Local Area Network (LAN) versus Massively Multiplayer Online (MMO) games. The document outlines various social gaming events and conventions. It considers arguments around whether gaming promotes violence but also discusses gaming's influence on art, education, and socialization. The conclusion is that gaming offers strategic and technical skills while inspiring creativity and new ways of learning.
1. Michael Jordan and Chris Childs received technical fouls during a basketball game after Childs threw the ball into Jordan's chest in retaliation for physical play.
2. Game theory uses tools like game trees and payoff tables to analyze strategic interactions between players. A sequential move game represents the order of moves, while a simultaneous game focuses on equilibrium strategies.
3. In the "Gulf War" example, an Iraqi ship is launching a missile at an American ship, and the American ship must choose the path for its interceptor missile within a 3-segment limit to destroy the incoming missile.
Support de soutenance de stage. La rentrée de septembre 2009 a vu l'ouverture à Feignies (59) d'une nouvelle classe d'intégration scolaire
(C.L.I.S.) de type T.E.D pour les enfants présentant des Troubles Envahissants du
Développement.
Morphological and flow characteristics of synthesized polystyrene compositesIAEME Publication
A variety of polymers are used in engineering and medical applications. Polystyrene is one of the most important commodity polymer widely used in technical applications. It has applications in household goods, packaging, automobiles and other engineering applications. Four fillers calcium
carbonate, graphite, mica and talcum powder of micrometer size in the form of powder with three level of concentration 1%, 2%, 3% by weight were synthesized with polystyrene.
Slides + Audio extrait d'une table ronde animée par LACT http://www.lact.fr - Tél 09 67 01 21 65
LACT - La Clinique du travail - est un cabinet d'intervention et de formation, spécialisé dans la régulation des troubles individuels ou collectifs et la prévention des risques psychosociaux.
---
Retranscription:
LACT : Okay, il y a plein de questions dans votre question. Donc déjà, concernant nos résultats, c’est pas nous qui disons cela. Quand on dit 80% de réussite enfin de résolution de problème, c’est celui qui est porteur du problème qui va nous en faire part.
Donc on évalue nos prestations en définissant un problème, ça fait parti de notre façon de travailler, de notre méthodologie. Ce sont les personnes avec lesquelles on travaille, qui vont nous dire si elles ont résolu ou pas leur problème. Ça c’est un point important car ce n’est pas une évaluation extérieure que nous faisons, c’est vraiment une évaluation venant d’eux. Cela fait parti de notre approche en l’intention d’évaluer nos résultats et les points importants.
Ensuite, qui vient nous voir ? Un peu tout le monde en fait donc il y a aussi bien des personnes individuelles, qui n’ont pas envie de révéler leur problème ou ce n’est pas possible, ou c’est difficile enfin peu importe et qui peuvent venir nous voir directement.
Et puis ensuite, ce sont les entreprises après cela va dépendre du dispositif par exemple, en ce moment, on a un gros dispositif avec un abonnement, qui nous fait travailler en collaboration avec le médecin du travail de la société. En effet, on est de plus Mais si cette dernière n’ait pas envie de montrer qu’elle est fragilisée, mais qu’elle ne puisse plus le cacher, là ça devient le levier d’action pour les RH ou pour la direction, pour que le premier rdv puisse être fait. À la suite de ça, on voit si, un travail peut être fait avec ces personnes puisque de toute façon ensuite, cela se fait toujours sur la base du volontariat
en plus connu donc c’est de plus en plus intégré quand les gens ont une difficulté, ils peuvent bénéficier de consultations donc on est sollicité à la fois parce que il y a des difficultés avec une personne ou parce que la personne prend l’initiative de nous contacter maintenant, par le biais d’un dispositif spécifique d’abonnement. Et puis ensuite, il y a les entreprises qui nous sollicitent parce qu'en général elles sont coincées dans une situation qu'elles n'arrivent pas à résoudre et donc nous appelle pour voir comment on intervient avec elles.
Donc là effectivement, ce ne sont pas forcement au départ des personnes qui ont un problème qui viennent nous voir, mais leur problème pose un problème à d’autres personnes. Si par exemple, on va parler de la situation de burn-out et si une personne commence à montrer des signes de débordement émotionnel.
Mais si cette dernière n’ait pas envie de montrer qu’elle est fr
El documento presenta un saludo del Día Internacional de la Mujer de parte de Paola Morales, Cristina Muñoz y Nathaly Salazar a todas las mujeres mireñas y amigas de Mira, reconociendo su día a día por formar una sociedad con igualdad de género sin explotación.
Curso: Planeamiento estratégico (Ing. Sistemas): 14 Seguridad y marco regulat...Jack Daniel Cáceres Meza
Curso: Planeamiento estratégico (Ing. Sistemas): 14 Seguridad y marco regulatorio.
Dictado en la Universidad Telesup -UPT, Lima - Perú, en los ciclos 2007-2 (noviembre/2007), 2008-2 (noviembre/2008), 2009-2 (agosto/2009), 2010-0 (enero/2010).
This document provides an overview of gaming culture and examines gamers' impact on society. It begins with definitions of common game types like first-person shooters, real-time strategy, role-playing games, and simulations. It then discusses Local Area Network (LAN) versus Massively Multiplayer Online (MMO) games. The document outlines various social gaming events and conventions. It considers arguments around whether gaming promotes violence but also discusses gaming's influence on art, education, and socialization. The conclusion is that gaming offers strategic and technical skills while inspiring creativity and new ways of learning.
1. Michael Jordan and Chris Childs received technical fouls during a basketball game after Childs threw the ball into Jordan's chest in retaliation for physical play.
2. Game theory uses tools like game trees and payoff tables to analyze strategic interactions between players. A sequential move game represents the order of moves, while a simultaneous game focuses on equilibrium strategies.
3. In the "Gulf War" example, an Iraqi ship is launching a missile at an American ship, and the American ship must choose the path for its interceptor missile within a 3-segment limit to destroy the incoming missile.
Support de soutenance de stage. La rentrée de septembre 2009 a vu l'ouverture à Feignies (59) d'une nouvelle classe d'intégration scolaire
(C.L.I.S.) de type T.E.D pour les enfants présentant des Troubles Envahissants du
Développement.
Morphological and flow characteristics of synthesized polystyrene compositesIAEME Publication
A variety of polymers are used in engineering and medical applications. Polystyrene is one of the most important commodity polymer widely used in technical applications. It has applications in household goods, packaging, automobiles and other engineering applications. Four fillers calcium
carbonate, graphite, mica and talcum powder of micrometer size in the form of powder with three level of concentration 1%, 2%, 3% by weight were synthesized with polystyrene.
Slides + Audio extrait d'une table ronde animée par LACT http://www.lact.fr - Tél 09 67 01 21 65
LACT - La Clinique du travail - est un cabinet d'intervention et de formation, spécialisé dans la régulation des troubles individuels ou collectifs et la prévention des risques psychosociaux.
---
Retranscription:
LACT : Okay, il y a plein de questions dans votre question. Donc déjà, concernant nos résultats, c’est pas nous qui disons cela. Quand on dit 80% de réussite enfin de résolution de problème, c’est celui qui est porteur du problème qui va nous en faire part.
Donc on évalue nos prestations en définissant un problème, ça fait parti de notre façon de travailler, de notre méthodologie. Ce sont les personnes avec lesquelles on travaille, qui vont nous dire si elles ont résolu ou pas leur problème. Ça c’est un point important car ce n’est pas une évaluation extérieure que nous faisons, c’est vraiment une évaluation venant d’eux. Cela fait parti de notre approche en l’intention d’évaluer nos résultats et les points importants.
Ensuite, qui vient nous voir ? Un peu tout le monde en fait donc il y a aussi bien des personnes individuelles, qui n’ont pas envie de révéler leur problème ou ce n’est pas possible, ou c’est difficile enfin peu importe et qui peuvent venir nous voir directement.
Et puis ensuite, ce sont les entreprises après cela va dépendre du dispositif par exemple, en ce moment, on a un gros dispositif avec un abonnement, qui nous fait travailler en collaboration avec le médecin du travail de la société. En effet, on est de plus Mais si cette dernière n’ait pas envie de montrer qu’elle est fragilisée, mais qu’elle ne puisse plus le cacher, là ça devient le levier d’action pour les RH ou pour la direction, pour que le premier rdv puisse être fait. À la suite de ça, on voit si, un travail peut être fait avec ces personnes puisque de toute façon ensuite, cela se fait toujours sur la base du volontariat
en plus connu donc c’est de plus en plus intégré quand les gens ont une difficulté, ils peuvent bénéficier de consultations donc on est sollicité à la fois parce que il y a des difficultés avec une personne ou parce que la personne prend l’initiative de nous contacter maintenant, par le biais d’un dispositif spécifique d’abonnement. Et puis ensuite, il y a les entreprises qui nous sollicitent parce qu'en général elles sont coincées dans une situation qu'elles n'arrivent pas à résoudre et donc nous appelle pour voir comment on intervient avec elles.
Donc là effectivement, ce ne sont pas forcement au départ des personnes qui ont un problème qui viennent nous voir, mais leur problème pose un problème à d’autres personnes. Si par exemple, on va parler de la situation de burn-out et si une personne commence à montrer des signes de débordement émotionnel.
Mais si cette dernière n’ait pas envie de montrer qu’elle est fr
El documento presenta un saludo del Día Internacional de la Mujer de parte de Paola Morales, Cristina Muñoz y Nathaly Salazar a todas las mujeres mireñas y amigas de Mira, reconociendo su día a día por formar una sociedad con igualdad de género sin explotación.
Curso: Planeamiento estratégico (Ing. Sistemas): 14 Seguridad y marco regulat...Jack Daniel Cáceres Meza
Curso: Planeamiento estratégico (Ing. Sistemas): 14 Seguridad y marco regulatorio.
Dictado en la Universidad Telesup -UPT, Lima - Perú, en los ciclos 2007-2 (noviembre/2007), 2008-2 (noviembre/2008), 2009-2 (agosto/2009), 2010-0 (enero/2010).
International Revenue Share Fraud has increased 497% since 2013.
It is now the number 1 fraud threat to Telcos worldwide.
Let us help you fix the problem!
HTTPS es un protocolo seguro para transferir información en sitios web que requieren privacidad y autenticación, como bancos en línea y tiendas minoristas. Utiliza un cifrado adicional a HTTP estándar para proteger las comunicaciones entre un cliente y un servidor web de miradas indiscretas y modificaciones de datos.
This document discusses different types of firewalls including packet filtering firewalls, application gateways, circuit gateways, and dynamic packet filters. It describes how each works and their advantages and disadvantages. Packet filtering firewalls use transport layer information to filter packets and are the simplest but least secure. Application gateways use proxies to filter at the application level for specific protocols like HTTP, FTP, and SMTP. Circuit gateways filter at the TCP level. A dynamic packet filter combines these approaches. The document also discusses firewall configuration and limitations, such as not protecting against inside threats.
El documento presenta a los miembros del consejo de gobierno de Andalucía, incluyendo al presidente de la Junta José Antonio Griñán Martínez y a 11 consejeros y consejeras, con sus nombres y fotografías. El documento fue realizado por Lourdes Giraldo Vargas y contiene imágenes del Cuaderno de Isidro Burgos Ramos y fotografías de Google de Córdoba en febrero de 2011.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
This document discusses the legal issues surrounding augmented reality games that incorporate elements of the real world. It begins by contrasting two trajectories: games that simulate real-world aspects, and hypothetical future games that could incorporate digital elements into the real world. It explores how this could challenge the concept of the "magic circle" that separates game play from real life. The document examines several legal consequences, such as how copyright and jurisdiction may apply to real-world objects incorporated into games. Finally, it discusses several layers of rules that could apply to virtual worlds and games, including community norms, technology limitations, intellectual property law, and criminal law.
LIND, Camilla Nimue- Defenceless characters in survivalhorror gamesCamilla Nimue Lind
This document discusses the psychology behind survival/horror games where the player is defenseless. It analyzes how games like Silent Hill and Amnesia created a sense of fear and anxiety in players by limiting their ability to fight back. The document examines how level design, puzzles, and mysterious antagonists like Pyramid Head heightened tension without reliance on combat. It considers how this genre differs from action/horror games and whether defenseless gameplay will increase in popularity or be compatible with new technologies like virtual reality.
This document summarizes a research paper about how video games can teach essential life skills. It discusses how video games may enhance critical thinking, complex problem solving, empathy and sympathy, and visual spatial processing. It provides examples of how games like Uncharted 4, Metal Gear Solid V, and Portal teach these skills. The document concludes that while more research is still needed, many studies have shown video games' potential to impart important skills beyond just entertainment.
The document discusses computer games for children and provides guidance for parents. It covers how games are a form of play, different types and ratings of games, and signs that a child may be overusing games. The document advises parents to limit screen time, engage children in other activities, and use ratings and reviews to help decide what games are appropriate.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
The document discusses how games use conditioning principles to influence player behavior. It explains that reinforcement and punishment are two tools used in operant conditioning that can encourage or discourage certain actions. Games provide rewards to reinforce behaviors and punish players through consequences like withering crops if actions aren't taken in time. These conditioning methods aim to get players engaged and returning day after day through techniques like social elements, levels, unlockable items, and dopamine release from anticipating and achieving rewards. The document argues that games blur the lines between fiction and reality and effectively condition players using stimuli and responses.
Name Jassim alqattanTopic claims that video games lead to viol.docxrosemarybdodson23141
Name: Jassim alqattan
Topic: claims that video games lead to violence
Date: October 28, 2013
Document type: Article
Source: “ Claims that video games lead to violence.” theguardian.com. September 20, 2013
http://www.theguardian.com/science/brain-flapping/2013/sep/20/video-games-cause-violence-claims-cause-violence
Summary:
According to the article of the guardian.com, which focuses on the claims that video games lead to violence by Dean Burnett. Video games are the cause of violence that is what the media says when a school shooting happens. Video games are always blamed on those acts. Recent studies have shown that video games really do cause violence. Dr Mario Vance conducted a longitudinal study that monitors the anger levels of gamers and the results have shown that there is an increase in aggression and anger levels. The media claims that gamers can’t distinguish between fantasy and reality, but the research proves that there isn’t enough evidence to support that claim. In addition, some people such as Roy Parker are against video games and think that video game should be banned, because of the blood and violence that they show.
Quotations:
"It's ridiculous that they're even allowed. I don't want my children growing up in a world where horrible stuff like that is just out there where anybody can come across it and be damaged by it."
"A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological."
"The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality."
Paraphrasing:
Original paragraph:
Dr Vance and his colleagues assessed daily reports submitted by willing gamers as to their aggression levels and violent tendencies, and over 90% of subjects reported dramatic increases in anger and violent inclinations whenever they viewed a news story that associated video games and violent behavior. The remaining subjects were not included as they were typically too busy punching walls or screaming incoherent threats at traffic. The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behavior. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality.
Paraphrased paragraph:
Dr Vance and his team receive daily reports that video gamers do daily, those reports are about the gamers levels of aggression and violence, and a huge amount of gamers have had a big increase in the level of violence, aggression and anger when they saw an article in a newspap.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Sherry Jones
Aug. 19, 2018 - This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on August 19, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
The featured game for study is the Observer (2017), a first person cyberpunk horror indie game voiced by actor Rutger Hauer. Philosophical theories discussed in this presentation are animalism and David Hume's personal identity theory.
Please feel free to watch the video in the slides while exploring the presentation.
Measuring The Success of Tourism & Event Queensland’s ‘Instameet’ CampaignDarryl Woodford
Queensland's "Instameet" campaign organized 89 meetups across the state to promote tourism on Instagram. Over 6,000 images were posted with campaign hashtags on the day of the event, far more than typical. The campaign resulted in over 6,000 new Instagram followers for Tourism and Events Queensland. While increased social media engagement does not guarantee more tourism, the campaign was successful at generating imagery and attention around Queensland as a destination on social media.
International Revenue Share Fraud has increased 497% since 2013.
It is now the number 1 fraud threat to Telcos worldwide.
Let us help you fix the problem!
HTTPS es un protocolo seguro para transferir información en sitios web que requieren privacidad y autenticación, como bancos en línea y tiendas minoristas. Utiliza un cifrado adicional a HTTP estándar para proteger las comunicaciones entre un cliente y un servidor web de miradas indiscretas y modificaciones de datos.
This document discusses different types of firewalls including packet filtering firewalls, application gateways, circuit gateways, and dynamic packet filters. It describes how each works and their advantages and disadvantages. Packet filtering firewalls use transport layer information to filter packets and are the simplest but least secure. Application gateways use proxies to filter at the application level for specific protocols like HTTP, FTP, and SMTP. Circuit gateways filter at the TCP level. A dynamic packet filter combines these approaches. The document also discusses firewall configuration and limitations, such as not protecting against inside threats.
El documento presenta a los miembros del consejo de gobierno de Andalucía, incluyendo al presidente de la Junta José Antonio Griñán Martínez y a 11 consejeros y consejeras, con sus nombres y fotografías. El documento fue realizado por Lourdes Giraldo Vargas y contiene imágenes del Cuaderno de Isidro Burgos Ramos y fotografías de Google de Córdoba en febrero de 2011.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
This document discusses the legal issues surrounding augmented reality games that incorporate elements of the real world. It begins by contrasting two trajectories: games that simulate real-world aspects, and hypothetical future games that could incorporate digital elements into the real world. It explores how this could challenge the concept of the "magic circle" that separates game play from real life. The document examines several legal consequences, such as how copyright and jurisdiction may apply to real-world objects incorporated into games. Finally, it discusses several layers of rules that could apply to virtual worlds and games, including community norms, technology limitations, intellectual property law, and criminal law.
LIND, Camilla Nimue- Defenceless characters in survivalhorror gamesCamilla Nimue Lind
This document discusses the psychology behind survival/horror games where the player is defenseless. It analyzes how games like Silent Hill and Amnesia created a sense of fear and anxiety in players by limiting their ability to fight back. The document examines how level design, puzzles, and mysterious antagonists like Pyramid Head heightened tension without reliance on combat. It considers how this genre differs from action/horror games and whether defenseless gameplay will increase in popularity or be compatible with new technologies like virtual reality.
This document summarizes a research paper about how video games can teach essential life skills. It discusses how video games may enhance critical thinking, complex problem solving, empathy and sympathy, and visual spatial processing. It provides examples of how games like Uncharted 4, Metal Gear Solid V, and Portal teach these skills. The document concludes that while more research is still needed, many studies have shown video games' potential to impart important skills beyond just entertainment.
The document discusses computer games for children and provides guidance for parents. It covers how games are a form of play, different types and ratings of games, and signs that a child may be overusing games. The document advises parents to limit screen time, engage children in other activities, and use ratings and reviews to help decide what games are appropriate.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
The document discusses how games use conditioning principles to influence player behavior. It explains that reinforcement and punishment are two tools used in operant conditioning that can encourage or discourage certain actions. Games provide rewards to reinforce behaviors and punish players through consequences like withering crops if actions aren't taken in time. These conditioning methods aim to get players engaged and returning day after day through techniques like social elements, levels, unlockable items, and dopamine release from anticipating and achieving rewards. The document argues that games blur the lines between fiction and reality and effectively condition players using stimuli and responses.
Name Jassim alqattanTopic claims that video games lead to viol.docxrosemarybdodson23141
Name: Jassim alqattan
Topic: claims that video games lead to violence
Date: October 28, 2013
Document type: Article
Source: “ Claims that video games lead to violence.” theguardian.com. September 20, 2013
http://www.theguardian.com/science/brain-flapping/2013/sep/20/video-games-cause-violence-claims-cause-violence
Summary:
According to the article of the guardian.com, which focuses on the claims that video games lead to violence by Dean Burnett. Video games are the cause of violence that is what the media says when a school shooting happens. Video games are always blamed on those acts. Recent studies have shown that video games really do cause violence. Dr Mario Vance conducted a longitudinal study that monitors the anger levels of gamers and the results have shown that there is an increase in aggression and anger levels. The media claims that gamers can’t distinguish between fantasy and reality, but the research proves that there isn’t enough evidence to support that claim. In addition, some people such as Roy Parker are against video games and think that video game should be banned, because of the blood and violence that they show.
Quotations:
"It's ridiculous that they're even allowed. I don't want my children growing up in a world where horrible stuff like that is just out there where anybody can come across it and be damaged by it."
"A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological."
"The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality."
Paraphrasing:
Original paragraph:
Dr Vance and his colleagues assessed daily reports submitted by willing gamers as to their aggression levels and violent tendencies, and over 90% of subjects reported dramatic increases in anger and violent inclinations whenever they viewed a news story that associated video games and violent behavior. The remaining subjects were not included as they were typically too busy punching walls or screaming incoherent threats at traffic. The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behavior. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality.
Paraphrased paragraph:
Dr Vance and his team receive daily reports that video gamers do daily, those reports are about the gamers levels of aggression and violence, and a huge amount of gamers have had a big increase in the level of violence, aggression and anger when they saw an article in a newspap.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Sherry Jones
Aug. 19, 2018 - This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on August 19, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
The featured game for study is the Observer (2017), a first person cyberpunk horror indie game voiced by actor Rutger Hauer. Philosophical theories discussed in this presentation are animalism and David Hume's personal identity theory.
Please feel free to watch the video in the slides while exploring the presentation.
Measuring The Success of Tourism & Event Queensland’s ‘Instameet’ CampaignDarryl Woodford
Queensland's "Instameet" campaign organized 89 meetups across the state to promote tourism on Instagram. Over 6,000 images were posted with campaign hashtags on the day of the event, far more than typical. The campaign resulted in over 6,000 new Instagram followers for Tourism and Events Queensland. While increased social media engagement does not guarantee more tourism, the campaign was successful at generating imagery and attention around Queensland as a destination on social media.
Everyone’s Watching It: The Role of Hype in Television Engagement through So...Darryl Woodford
Presentation by Darryl Woodford & Katie Prowd, Queensland University of Technology, at the Social Media and The Transformation of Public Space Conference: Amsterdam, The Netherlands; 18 June 2014.
Slicing Big Data: Gambling, Twitter & Time Sensitive InformationDarryl Woodford
Presented at the Internet Researchers conference in Denver, CO -- 26 October 2013. Discusses Gambling, Reality TV, and World Events in the Context of Twitter Data, and selecting usable data from big data.
IR14 Pre-Conference Workshop Lightning Talk: Social Media Methods & EthicsDarryl Woodford
This document discusses various methodological challenges in analyzing large datasets from social media platforms. It notes that Twitter's streaming API only allows access to about 1% of tweets and that large tweet datasets can be difficult to work with due to size and format. It also explores options for data analysis tools, including using Tableau, databases, and simple visualizations. The document emphasizes finding the right balance between advanced tools and communicating findings clearly to different audiences.
This document discusses approaches to regulating virtual worlds and games. It examines lessons that can be learned from the offshore online gambling industry and from issues that arose in EVE Online. Both environments experienced problems with bots, disputes between players and administrators, and a lack of formal regulation. Successful models for resolving disputes in gambling involved reputation-based regulation and participant-driven mediation panels. The document argues these approaches could provide alternatives to formal regulation for virtual worlds that may face increasing pressure to address issues like gambling mechanics.
Constructing the Ideal EVE Online Player: The CheatsDarryl Woodford
The document discusses exploits and cheating in EVE Online. It describes how players will often seek to optimize their gameplay through any means possible, even if it differs from the designer's intentions. This includes using exploits if the game code allows for certain actions. The document provides examples of exploits from EVE Online that are banned, such as duping exploits, using bugs to become invulnerable, macroing, or spamming chat invites during PvP. However, whether something qualifies as an exploit or not is sometimes unclear for players and the community.
This document discusses digital methods and social media analytics. It begins by outlining the key steps in digital methods like data gathering, processing, analysis and representation. It then discusses the rise of big data and how computational social science is using large datasets. Specific examples are given of using hashtags on Twitter to study public discussions and map the structure of conversations. Challenges discussed include data access issues, research ethics concerns, and the need for researchers to have interdisciplinary skills in areas like computer science, design, writing and communication.
Dispute Resolution Across Platforms: Offshore Gambling Industry & EVE OnlineDarryl Woodford
The document discusses dispute resolution across virtual environments and the gambling industry. It notes similarities between the two contexts in terms of geographical disparity, lack of formal regulation, and potential for disputes. It also discusses the concept of "advantage play," where players seek to optimize or gain an advantage through allowed behaviors. Examples from EVE Online and the gambling industry are provided to illustrate how communities identify and address cheating behaviors.
- The document discusses rule interpretation and exploits in EVE Online. It provides examples of sanctioned exploits from the game's developer like botting, spamming, and using bugs to become invulnerable. The developer warns players about exploiting chat systems for an unfair advantage in PVP. However, some exploits exist in a gray area as "advantage play" that are technically allowed by game rules but considered cheating by some players. Interpreting what is an exploit versus allowed strategy depends on how rules are defined.
The Paper Jam allows authors to present their work and receive feedback from others in small group discussions. Attendees will hear 8-9 presentations each day and then sign up to provide input on 3 of interest. Staff will facilitate discussions between authors and attendees to improve papers, identify opportunities for collaboration, and benefit all participants. The goal is for authors to gain feedback and attendees to apply knowledge from others to their own work.
The document discusses the concept of the "magic circle" that is used to describe games as separate spaces protected from real-world rules and consequences. The presenter argues that the magic circle concept is flawed because virtual worlds and real worlds constantly influence each other in both directions. As games continue to become more integrated into society, governments and lawyers will play a larger role in regulating games, and players will realize that their in-game actions can have real-world value and consequences.
Hanging out is Hard to do: Ethnographic Methodology in Non-Avatar EnvironmentsDarryl Woodford
This document discusses the challenges of applying traditional ethnographic methodology used to study virtual worlds and online games to Eve Online, a multiplayer online game without avatars. Specifically, it notes that Eve Online provides limited opportunities for in-game communication, access to end-game spaces is restricted based on skills and time played, and directly observing certain sub-cultures could violate ethics guidelines. It considers options like ignoring end-game spaces, combining data from multiple ethnographers, and using meta-game resources like forums and blogs to develop a more complete narrative. The document argues the best approach is a combination of the latter two options and that the challenges have implications for studying other online spaces as well.
This document discusses power relationships in online dispute resolution, particularly in the gambling and gaming industries. It notes that companies currently hold most of the power due to legal agreements and their ability to withhold funds or shut down services. However, the offshore gambling industry has experimented with player-led reputation and arbitration systems that have been more effective at resolving disputes than formal regulations. The document suggests a similar self-governance model could help address the imbalance of power for players in online gaming virtual worlds.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...
Abandoning the Magic Circle
1. “Break out of that Perfect Circle…”
Presented at: Darryl Woodford
Breaking the Magic Circle Seminar IT University of Copenhagen
Tampere, Finland: 10 April 2008 santo@itu.dk
2. The terms origins and modern (mis)use
The logical problem
It‟s broken: emotionally
It‟s broken: legally
Conclusion
3. In Game Research..
First utilised by Johan
Huizinga as an example (in
the ritual sense) in “Homo
Ludens”.
Popularised by Salen and
Zimmerman in their 2003
“Rules of Play”
A Chalk Circle on a playground
7. Salen and Zimmerman deal with the problem of
interaction between the game world and the
outside by saying that:
“As a system, a game can be considered to have an open or closed
relationship to it’s context”
8.
9.
10. “A circle is a closed curve which divides
the plane into an interior and an exterior.”
It DIVIDES the plane. There is no crossover,
there‟s no permeation. It divides the
plane.
Thus; a circle cannot be open. An open
circle is just a line, or a series of them.
11. Not really. It was after all just a convenient term that
S/Z thought would fit, and Huizinga happened to use
as an example. But...
It matters when we utilise this concept as a circle, the
chalk circle on a playground, binary one or zero, as
some authors have.
It matters when we try to explain to people in other
fields why games deserve special treatment, because
it opens us to ridicule.
We‟ve already heard today what‟s wrong. But, for the
sake of argument, let‟s take it at face value..
12. If we have a closed circle, your emotions are
contained within the environment of the game....
Does anyone believe this?
We know: That we launch a FPS or other game to
take out frustrations from our real life.
We know: That getting ganked in an MMO can
negatively effect your emotions in real life.
13. Even Huizinga knew!
“But the feeling of being “apart together” in an
exceptional situation, of sharing something
important, of mutually withdrawing from the
rest of the world and rejecting the usual norms,
retains its magic beyond the duration of the
individual game” (Homo Ludens, 1955, p.12)
But, let‟s listen to the science..
14. Original study investigated the effects on a
participant who was ordered to administer
electrical shocks of increasing voltage to a fellow
participant.
Repeated replacing the “victim” participant with a
virtual representation, represented graphically on a
screen, with either verbal or text-based
communication between the parties.
Concluded that “in spite of the fact that all
participants knew for sure that neither the stranger
nor the shocks were real, the participants who saw
and heard her tended to respond to the situation
at the subjective, behavioural and physiological
levels as if it were real”
This seems to confirm real life experiences.
15. At the start of this presentation I mentioned the
protectionists. Do I think they‟re wrong? Not
necessarily.
There are good reasons to protect some elements
of games. I don‟t want a robbery charge
because I create a thief in “Real MMO”
I do think they under-estimate the legal system.
Why would they treat all games the same?
It‟s alarmist. Let‟s give them a chance.
16. I don’t think the “Magic Circle” is needed to
protect games. It‟s a losing argument to say
courts should ignore games at the same time as
we‟re saying they‟re becoming a core part of
society.
What we need is a way to deal with games within
the framework of the law. Courts have long
recognised differences in laws between regions
and nations.
We don‟t need anything extreme. How about
intent and consent ?
17. My question to answer for Virtual World legal
cases: Is there an intent to commit a crime to
which a player has not, implicitly or explicitly,
given their consent.
Intent: Is there a desire to commit an act that is
regarded as a crime? If this was criminal you
would have to satisfy “mens rea” (a guilty mind –
mental state).
Consent: Has the player in some way given
permission to have this crime perpetuated on
them.
18. A concrete example. Player A steals a one-of-a-kind sword
from Player B, using only the software client. All parties
agree this sword has a cashable value (via currency
exchange or whatever) of $1200.
If robbery is allowed in the game, then the player has given
consent. No crime here.
If robbery is not allowed, and if the game developer does
not reach an agreeable solution, the courts could become
involved, and should they find the player had the necessary
intent, order civil recovery (if it was an accident, via bad
coding, the game developer may find themselves
culpable)
Editor's Notes
So why are we even arguing about it? Well some academics use the concept, perhaps even beyond Salen and Zimmerman’s intentions, to achieve their goals. Who uses it? I doubt there are many surprises here…Richard Bartle, of MUD fame..Edward Castroanova, of Synthetic Worlds and more recently Exodus.Are there others? Sure. But these two are probably the most prominent proponents, and were the easiest to find on Google Images
So, an open or closed relationship to it’s context…Well, this is a circle…[Image]
I would guess that I’m speaking to an audience that play a fair amount of games, or in the worst case, observe people playing lots of games for the benefit of their research. So does anyone believe that emotions are contained within games?[1]We know that games are a good way to take out real life frustrations[2]We know that having your plans ruined in a game can then effect your emotional state as you continue with your day in the “real world”…
But this isn’t new… Even when writing Homo Ludens Huizinga acknowledged this..[1]Saying that play retains its magic beyond the duration of the individual game..But, the scientists have tackled this more recently…