Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy‟s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team– attacker, defender, and supporter. It shows that attackers think avatar as an „object, but the defenders show more „avatar as others‟ than the attackers. The supporters show high responsibility for the avatar and their play style is most like „avatar as symbiote‟ manner.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
The document outlines a research study that aims to investigate players' understanding of how different modes in video games combine to create meaning and relationships between narrative and gameplay. It proposes using multimodal discourse analysis and empirical data from player interviews and gameplay observations to develop a ludonarrative model and refine existing concepts of resonance, dissonance, and (ir)relevance in relationships between narrative and gameplay.
Game theory seeks to analyze competing situations that arise from conflicts of interest. It examines scenarios of conflict to identify optimal strategies for decision makers. Game theory assumes importance from a managerial perspective, as businesses compete for market share. The theory can help determine rational behaviors in competitive situations where outcomes depend on interactions between decision makers and competitors. It provides insights to help businesses convert weaknesses and threats into opportunities and strengths to maximize profits.
Fourth year dissertation for MArts Creative Practice. Practice-led research with a video game as the creative piece.
(Video game not included due to file size limitations)
Full title: "Ludological Psychometrics: What societal and ludological issues arise when emulating the psychological dimensions that constitute personality and social interaction within a video game? An exercise in creating a video role-playing game"
The author argues that video games can be considered narrative mediums based on a player's ability to interpret actions and events within the game. Specifically, the author discusses mini-games in Final Fantasy VIII and Suikoden II that on the surface are simply games but take on new meaning when viewed in the context of the player character's role and story. This ability for players to assign their own interpretations, and for those interpretations to change over time or between players, is similar to how readers engage with traditional narratives. The author concludes that integrating story and gameplay is key to creating video games that are truly narrative.
1) The study examined cooperation rates in repeated prisoner's dilemma games where reward magnitudes were varied. In one game, the cost of cooperating exceeded the discounted benefit, predicting defection. In the other game, the discounted benefit exceeded the cost, predicting cooperation.
2) Over repeated trials, defection increased more in the game where cooperating had a higher cost. Cooperation rates were also higher when participants rated their partner as socially closer.
3) The results provide evidence that social discounting, where rewards to others are valued less the more socially distant they are, can explain cooperation levels in prisoner's dilemma games. Higher cooperation occurred when the discounted benefit of cooperating exceeded the cost.
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
This study investigated how a pre-game narrative affects player experience in a virtual reality zombie shooter game. 10 participants played the game, with half exposed to a short backstory first. Those who heard the backstory tended to score higher and report a greater sense of presence, though differences were not significant. The backstory may have helped prepare players mentally for the VR experience. While more data is needed, results suggest narratives can positively influence engagement and performance in VR games.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
The document outlines a research study that aims to investigate players' understanding of how different modes in video games combine to create meaning and relationships between narrative and gameplay. It proposes using multimodal discourse analysis and empirical data from player interviews and gameplay observations to develop a ludonarrative model and refine existing concepts of resonance, dissonance, and (ir)relevance in relationships between narrative and gameplay.
Game theory seeks to analyze competing situations that arise from conflicts of interest. It examines scenarios of conflict to identify optimal strategies for decision makers. Game theory assumes importance from a managerial perspective, as businesses compete for market share. The theory can help determine rational behaviors in competitive situations where outcomes depend on interactions between decision makers and competitors. It provides insights to help businesses convert weaknesses and threats into opportunities and strengths to maximize profits.
Fourth year dissertation for MArts Creative Practice. Practice-led research with a video game as the creative piece.
(Video game not included due to file size limitations)
Full title: "Ludological Psychometrics: What societal and ludological issues arise when emulating the psychological dimensions that constitute personality and social interaction within a video game? An exercise in creating a video role-playing game"
The author argues that video games can be considered narrative mediums based on a player's ability to interpret actions and events within the game. Specifically, the author discusses mini-games in Final Fantasy VIII and Suikoden II that on the surface are simply games but take on new meaning when viewed in the context of the player character's role and story. This ability for players to assign their own interpretations, and for those interpretations to change over time or between players, is similar to how readers engage with traditional narratives. The author concludes that integrating story and gameplay is key to creating video games that are truly narrative.
1) The study examined cooperation rates in repeated prisoner's dilemma games where reward magnitudes were varied. In one game, the cost of cooperating exceeded the discounted benefit, predicting defection. In the other game, the discounted benefit exceeded the cost, predicting cooperation.
2) Over repeated trials, defection increased more in the game where cooperating had a higher cost. Cooperation rates were also higher when participants rated their partner as socially closer.
3) The results provide evidence that social discounting, where rewards to others are valued less the more socially distant they are, can explain cooperation levels in prisoner's dilemma games. Higher cooperation occurred when the discounted benefit of cooperating exceeded the cost.
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
This study investigated how a pre-game narrative affects player experience in a virtual reality zombie shooter game. 10 participants played the game, with half exposed to a short backstory first. Those who heard the backstory tended to score higher and report a greater sense of presence, though differences were not significant. The backstory may have helped prepare players mentally for the VR experience. While more data is needed, results suggest narratives can positively influence engagement and performance in VR games.
This document provides guidance for analyzing representations of masculinity in two video games. Students are instructed to analyze key scenes using aspects like mise-en-scene, music and camera work. They should then examine how narrative/structure, action, character, visuals and sound represent masculinity. For each category, the document lists example questions to consider, such as whether the narrative establishes a backstory, what actions the player must perform, how characters are constructed and positioned, whether visuals and sounds create atmosphere and affect the player. Students are tasked with writing an essay comparing how the two games represent masculinity using this guidance and analysis grids.
The document discusses using game theory to analyze video games. It provides background on game theory, explaining that it is the formal study of decision-making where players' choices affect each other. It outlines some key game theory concepts like the prisoner's dilemma, chicken game, and Nash equilibrium. It then discusses how different types of video games like cooperative, semi-cooperative, and competitive games can be modeled using concepts from game theory.
Introduction to the Theory of Game ElementsAki Järvinen
This document introduces the theory of game elements, which conceptualizes games as systems made up of interacting parts called elements. It identifies two main categories of elements - systemic elements like components, environment, and rules, and behavioral elements like game play and players. Each element is described in detail, with examples provided. The theory aims to provide a framework for analyzing and designing games by examining how different configurations of elements produce unique game systems and experiences.
Game theory is the study of strategic decision making between interdependent actors. The document outlines the basics of game theory, including its history, key concepts, types of games, examples, and applications. It provides informal definitions of players, strategies, payoffs, information, and rationality. Formal definitions include the game structure and Nash equilibrium. Common games are cooperative vs non-cooperative, and zero-sum vs non-zero-sum. Examples illustrated include decision making under uncertainty, the prisoner's dilemma, and applications in economics, computer science, and biology.
This document provides an introduction to analyzing video games. It discusses the key components of video game analysis including narratology, which examines the narrative, and ludology, which examines the gameplay and rules. It outlines different levels of narratological and ludological analysis from basic to more complex approaches. It also discusses combining and relating the two areas of analysis. The document recommends specific video games to play and analyze and provides resources for obtaining games.
This document provides an overview of game theory, including:
- Defining game theory as a way to study strategic decision-making involving multiple participants with conflicting goals.
- The major assumptions of game theory include players having different objectives, making decisions simultaneously, and knowing potential payoffs.
- Common types of games are cooperative/non-cooperative, zero-sum/non-zero-sum, and simultaneous/sequential games.
- Popular examples used in game theory include the Prisoner's Dilemma and Chicken games, which demonstrate outcomes like Nash equilibrium.
- Game theory has applications in economics, politics, biology, and other fields for modeling interactions and predicting outcomes.
The document describes a class of complex games called Simple War Games that are designed to be challenging for game playing programs. It also describes the WAR program, which can play any game in the Simple War Games class. The WAR program uses an algorithm inspired by ant behavior to efficiently evaluate moves and also incorporates a genetic algorithm to improve its strategies over time through learning. Sample games like SIMPLE and TANK that fall within the Simple War Games class are presented to illustrate the complexity and variety of games the class encompasses.
Video game play and lucid dreaming as socially constructed meditative absorptionjgackenb
This document discusses research into the relationship between video game play, lucid dreaming, and meditation. It presents findings that hardcore gamers report more bizarre dreams compared to non-gamers. Factor analysis found associations between gaming, lucid-related dreams, and dream bizarreness. Content analysis of lucid dreams in gamers found they tend to have a more positive atmosphere compared to non-lucid dreams. The document suggests video game play could be viewed as a type of meditation due to similarities in spatial skills, attention/absorption, and experiences with alternative realities in lucid dreams and virtual worlds in gaming.
Game theory is the study of strategic decision making. It involves analyzing interactions between players where the outcome for each player depends on the actions of all players. Key concepts in game theory include Nash equilibrium, where each player's strategy is the best response to the other players' strategies, and Prisoner's Dilemma, where the non-cooperative equilibrium results in a worse outcome for both players than if they had cooperated. Game theory is applied in economics, political science, biology, and many other fields to model strategic interactions.
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
An avatar is “an interactive, social representation of a user” (Meadows, 2008, p. 23) in a digital environment. Although avatars broadly include textual screen names or social network profiles, we specifically discuss here the two- or three-dimensional graphic
bodies representing players in online games. These bodies are at least partially controlled by players as they engage a game – in movement, gesturing, communicating, and acting in/on the world – and these interactions constitute a multimodal gaming
literacy that is central to play (Gee, 2004).
This presentation is an attempt to introduce Game Theory in one session. It's suitable for undergraduates. In practice, it's best used as a taster since only a portion of the material can be covered in an hour - topics can be chosen according to the interests of the class.
The main reference source used was 'Games, Theory and Applications' by L.C.Thomas. Further notes available at: http://bit.ly/nW6ULD
Knaving björk designing for fun and play - evinnEVINNslides
This document discusses gamification and playfulness in design. It provides background on concepts like intrinsic/extrinsic motivation, play, games and fun. It discusses how gamification uses game elements in non-game contexts to motivate users. However, gamification risks undermining the main activity or intrinsic motivation if the game elements overshadow the original purpose. The document provides two guidelines for gamification design: 1) Ensure the game elements preserve focus on the main activities. 2) Consider designing for playfulness rather than just gaming.
This document provides an introduction to decision making using game theory. It defines game theory as attempting to mathematically model strategic situations where an individual's success depends on the choices of others. It outlines the basic constituents of games including players, actions/strategies, rules, types of games, and branches of game theory. Game theory can be applied to management areas like industrial organization strategies, corporate finance, and mechanism/auction design.
The document discusses how no-regret learning dynamics can converge to a Nash equilibrium in socially concave games. It shows that if each player uses a no-regret algorithm, their average actions will converge to a Nash equilibrium over time. This holds for several classes of games including Cournot competition, resource allocation games, routing games, and others. The proof works by relating the utility of playing the average strategy to that of playing the best response to the average.
This document discusses different graphical styles used in video games including photorealism, cel-shading, and exaggeration. Photorealism aims to make games look realistic and is often used for shooters and open world games. Cel-shading mimics comics and cartoons to create a playful atmosphere and is common in games like Borderlands. Exaggeration amplifies character features to convey strength and power, as seen in games like Gears of War. Color theory is also examined in creating specific moods that match a game's tone.
This document discusses different graphical styles used in video games and how color theory relates to each style. It describes the four main graphical styles: photorealism, which aims to make games look realistic; cel-shaded, which mimics comics; exaggeration, which amplifies character features; and abstract, represented by puzzle games. Each style uses color to set certain moods - photorealism and exaggeration use dark colors for seriousness while cel-shaded and abstract use bright colors for fun. Examples are given of games representing each style.
The document proposes a generic method for classifying player behavior in games using interaction data. It involves capturing player interaction sequences, analyzing the data using cluster analysis to discover player profiles, and classifying new players with hidden Markov models. The method aims to allow automatic player classification across different games and genres to help with game analytics, adaptation, and design. It is demonstrated in a 2D maze game.
This document discusses level design theory and practices, as well as two game designers - Hideo Kojima and Ari Gibson. Regarding level design, it summarizes that levels often reflect game mechanics, pushing players in certain directions. It also discusses the challenges of open-world games where players can reach areas in different orders. The document then briefly profiles Kojima's background and influence from his father and the Cold War, as well as Gibson's experience with 2D animation and founding Team Cherry to create Hollow Knight.
The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactiv...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
Horror entertainment continues to change, with horror games being another step in this evolution after literature and movies. The paper characterizes how the cooperative mode of Dark Pictures Anthology games influences the horror experience of players. The Anthology has been analyzed via a close reading of selected Let’s Play videos, with 42 complete playthroughs analyzed and 18 playlists sampled. The article demonstrates how scare tactics deployed by developers cause players to feel more discomfort compared to a single-player mode. The split perspective of co-op exacerbates stress, tension, and fear as these are being experienced regarding not only oneself but also the other player. Additionally, players’ meta-genre knowledge combines with cooperation, thus influencing decisions and, ultimately, the game experiences. All this means that the cooperative way of playing may be seen as yet another step in the horror entertainment evolution.
This document provides guidance for analyzing representations of masculinity in two video games. Students are instructed to analyze key scenes using aspects like mise-en-scene, music and camera work. They should then examine how narrative/structure, action, character, visuals and sound represent masculinity. For each category, the document lists example questions to consider, such as whether the narrative establishes a backstory, what actions the player must perform, how characters are constructed and positioned, whether visuals and sounds create atmosphere and affect the player. Students are tasked with writing an essay comparing how the two games represent masculinity using this guidance and analysis grids.
The document discusses using game theory to analyze video games. It provides background on game theory, explaining that it is the formal study of decision-making where players' choices affect each other. It outlines some key game theory concepts like the prisoner's dilemma, chicken game, and Nash equilibrium. It then discusses how different types of video games like cooperative, semi-cooperative, and competitive games can be modeled using concepts from game theory.
Introduction to the Theory of Game ElementsAki Järvinen
This document introduces the theory of game elements, which conceptualizes games as systems made up of interacting parts called elements. It identifies two main categories of elements - systemic elements like components, environment, and rules, and behavioral elements like game play and players. Each element is described in detail, with examples provided. The theory aims to provide a framework for analyzing and designing games by examining how different configurations of elements produce unique game systems and experiences.
Game theory is the study of strategic decision making between interdependent actors. The document outlines the basics of game theory, including its history, key concepts, types of games, examples, and applications. It provides informal definitions of players, strategies, payoffs, information, and rationality. Formal definitions include the game structure and Nash equilibrium. Common games are cooperative vs non-cooperative, and zero-sum vs non-zero-sum. Examples illustrated include decision making under uncertainty, the prisoner's dilemma, and applications in economics, computer science, and biology.
This document provides an introduction to analyzing video games. It discusses the key components of video game analysis including narratology, which examines the narrative, and ludology, which examines the gameplay and rules. It outlines different levels of narratological and ludological analysis from basic to more complex approaches. It also discusses combining and relating the two areas of analysis. The document recommends specific video games to play and analyze and provides resources for obtaining games.
This document provides an overview of game theory, including:
- Defining game theory as a way to study strategic decision-making involving multiple participants with conflicting goals.
- The major assumptions of game theory include players having different objectives, making decisions simultaneously, and knowing potential payoffs.
- Common types of games are cooperative/non-cooperative, zero-sum/non-zero-sum, and simultaneous/sequential games.
- Popular examples used in game theory include the Prisoner's Dilemma and Chicken games, which demonstrate outcomes like Nash equilibrium.
- Game theory has applications in economics, politics, biology, and other fields for modeling interactions and predicting outcomes.
The document describes a class of complex games called Simple War Games that are designed to be challenging for game playing programs. It also describes the WAR program, which can play any game in the Simple War Games class. The WAR program uses an algorithm inspired by ant behavior to efficiently evaluate moves and also incorporates a genetic algorithm to improve its strategies over time through learning. Sample games like SIMPLE and TANK that fall within the Simple War Games class are presented to illustrate the complexity and variety of games the class encompasses.
Video game play and lucid dreaming as socially constructed meditative absorptionjgackenb
This document discusses research into the relationship between video game play, lucid dreaming, and meditation. It presents findings that hardcore gamers report more bizarre dreams compared to non-gamers. Factor analysis found associations between gaming, lucid-related dreams, and dream bizarreness. Content analysis of lucid dreams in gamers found they tend to have a more positive atmosphere compared to non-lucid dreams. The document suggests video game play could be viewed as a type of meditation due to similarities in spatial skills, attention/absorption, and experiences with alternative realities in lucid dreams and virtual worlds in gaming.
Game theory is the study of strategic decision making. It involves analyzing interactions between players where the outcome for each player depends on the actions of all players. Key concepts in game theory include Nash equilibrium, where each player's strategy is the best response to the other players' strategies, and Prisoner's Dilemma, where the non-cooperative equilibrium results in a worse outcome for both players than if they had cooperated. Game theory is applied in economics, political science, biology, and many other fields to model strategic interactions.
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
An avatar is “an interactive, social representation of a user” (Meadows, 2008, p. 23) in a digital environment. Although avatars broadly include textual screen names or social network profiles, we specifically discuss here the two- or three-dimensional graphic
bodies representing players in online games. These bodies are at least partially controlled by players as they engage a game – in movement, gesturing, communicating, and acting in/on the world – and these interactions constitute a multimodal gaming
literacy that is central to play (Gee, 2004).
This presentation is an attempt to introduce Game Theory in one session. It's suitable for undergraduates. In practice, it's best used as a taster since only a portion of the material can be covered in an hour - topics can be chosen according to the interests of the class.
The main reference source used was 'Games, Theory and Applications' by L.C.Thomas. Further notes available at: http://bit.ly/nW6ULD
Knaving björk designing for fun and play - evinnEVINNslides
This document discusses gamification and playfulness in design. It provides background on concepts like intrinsic/extrinsic motivation, play, games and fun. It discusses how gamification uses game elements in non-game contexts to motivate users. However, gamification risks undermining the main activity or intrinsic motivation if the game elements overshadow the original purpose. The document provides two guidelines for gamification design: 1) Ensure the game elements preserve focus on the main activities. 2) Consider designing for playfulness rather than just gaming.
This document provides an introduction to decision making using game theory. It defines game theory as attempting to mathematically model strategic situations where an individual's success depends on the choices of others. It outlines the basic constituents of games including players, actions/strategies, rules, types of games, and branches of game theory. Game theory can be applied to management areas like industrial organization strategies, corporate finance, and mechanism/auction design.
The document discusses how no-regret learning dynamics can converge to a Nash equilibrium in socially concave games. It shows that if each player uses a no-regret algorithm, their average actions will converge to a Nash equilibrium over time. This holds for several classes of games including Cournot competition, resource allocation games, routing games, and others. The proof works by relating the utility of playing the average strategy to that of playing the best response to the average.
This document discusses different graphical styles used in video games including photorealism, cel-shading, and exaggeration. Photorealism aims to make games look realistic and is often used for shooters and open world games. Cel-shading mimics comics and cartoons to create a playful atmosphere and is common in games like Borderlands. Exaggeration amplifies character features to convey strength and power, as seen in games like Gears of War. Color theory is also examined in creating specific moods that match a game's tone.
This document discusses different graphical styles used in video games and how color theory relates to each style. It describes the four main graphical styles: photorealism, which aims to make games look realistic; cel-shaded, which mimics comics; exaggeration, which amplifies character features; and abstract, represented by puzzle games. Each style uses color to set certain moods - photorealism and exaggeration use dark colors for seriousness while cel-shaded and abstract use bright colors for fun. Examples are given of games representing each style.
The document proposes a generic method for classifying player behavior in games using interaction data. It involves capturing player interaction sequences, analyzing the data using cluster analysis to discover player profiles, and classifying new players with hidden Markov models. The method aims to allow automatic player classification across different games and genres to help with game analytics, adaptation, and design. It is demonstrated in a 2D maze game.
This document discusses level design theory and practices, as well as two game designers - Hideo Kojima and Ari Gibson. Regarding level design, it summarizes that levels often reflect game mechanics, pushing players in certain directions. It also discusses the challenges of open-world games where players can reach areas in different orders. The document then briefly profiles Kojima's background and influence from his father and the Cold War, as well as Gibson's experience with 2D animation and founding Team Cherry to create Hollow Knight.
The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactiv...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
Horror entertainment continues to change, with horror games being another step in this evolution after literature and movies. The paper characterizes how the cooperative mode of Dark Pictures Anthology games influences the horror experience of players. The Anthology has been analyzed via a close reading of selected Let’s Play videos, with 42 complete playthroughs analyzed and 18 playlists sampled. The article demonstrates how scare tactics deployed by developers cause players to feel more discomfort compared to a single-player mode. The split perspective of co-op exacerbates stress, tension, and fear as these are being experienced regarding not only oneself but also the other player. Additionally, players’ meta-genre knowledge combines with cooperation, thus influencing decisions and, ultimately, the game experiences. All this means that the cooperative way of playing may be seen as yet another step in the horror entertainment evolution.
A Foundation For The Persuasive Gameplay ExperienceJim Jimenez
The document presents a model called the Attitudinal Gameplay Model that is intended to serve as a foundation for persuasive gameplay experiences in games. It discusses how games are increasingly being used for purposes beyond entertainment, such as persuading players to adopt particular perspectives. While games for persuasion have been discussed for over a decade, strategies for analyzing persuasive gameplay and guiding designers are still lacking. The model aims to provide an overview of what game elements can be used for persuasion and how they are interrelated, as well as important mental processes of players, in order to help designers create persuasive gameplay experiences.
Gender inequality among champions and players’ reception of gender disproport...IJECEIAES
Designing female character in video game has been criticized as being sexually objectified and underrepresented in quantity (number of characters and their appearance rate in the game) and in quality (take only secondary role and inferior ability statistics given). In this paper, we analyze world leading multiple-user online battle arena game League of Legends to see if previously criticized gender inequality of champions still stands and conduct a survey of 1,403 players of that game and ask how they feel about serious gender disproportion of utility support champions (all females). The result shows that League of Legends still has serious gender disparity in performance parameters and there has been only a small change in 5-year span (2014-2019). The survey result tells us that game players also feel political incorrectness of such gender disproportion, but they accept such gender prototype because they have been taught as such as social role theory explains gender inequality issues.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Situated Research provides behavioral research and analysis services to help game developers design more engaging games. They conduct "in-situ" research by observing and analyzing how players interact with games in natural settings. This involves gathering gameplay data, conducting in-depth interaction analysis, and providing reports on issues to address. Their multi-disciplinary expertise and rigorous research approach aims to uncover player behaviors and insights that can inform game design improvements to maximize engagement, fun, and player experience.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Assignment
Essay 1
Student Name:
Abdul Kaiyum Shakil
Student Number:
S20013583
Unit Name:
Tutor’s Name:
Online games, Play and Gamification
Dr Gwyneth Peaty
Email Address:
[email protected]
Date Submitted:
26.09.2019
Word Count:
[1441]
URL (if applicable):
By submitting this assignment, I declare that I have retained a suitable copy of this assignment, have not previously submitted this work for assessment and have ensured that it complies with university and school regulations, especially concerning plagiarism and copyright.
Shakil
Signature: ___________________________
(Typing your name in the space provided is sufficient
when submitting online via Turnitin.)
All students will receive a completed marking rubric to provide feedback and comments on their work. Please indicate below (with a X) if you would like to receive additional comments as tracked changes on your submitted assignment.
Yes, I would like to receive additional feedback
The Relationships between Play and Games
Introduction
The difference in terms of epistemological and ontological differences exists in the two types of activities which are often considered as part of leisure that is, playing and gaming. The ontological issues pertain to the formalisms and structures, while the epistemological agenda deals with the dynamics of gaming and playing. A play is often defined in literature as an open-ended territory. The play comprises of world-building and make-believe as defining elements for the open-ended territory. On the other hand, games pertain to the domain of challenging the optimization and interpretation of tactics and rules, apart from the space and time. The distinction between game-mode and play-mode is also instrumental in understanding the epistemological agenda. The technique for viewing gamming is like something which takes place at a higher level, in terms of both temporarily and structurally. The internal ordering of the play-world refers to sustaining through continuous reticulating within the play-world for formal distinction elements. The duration of play, with the focus on form installation, requires management of the distinction between non-play-world and play-world. The analysis regarding the game also included references of the game Small Worlds as an example.
Analysis
Game-Mode vs. Play-Mode
The game-mode has spatial and temporal incarceration which is presupposed within the rearticulating context for the purpose of protecting game from running off target through rule-binding structures. The game SmallWorlds had similar spatial and temporal incarceration whereby the purpose remained on protecting game from running off target. Interestingly, the games need not to be considered as play; instead, the implication refers to play as a requirement for the game. There exists a sustained balance with respect to un-structured and structured space capabilities of one's tactics which is central to the game-mode. In a similar way, the play-mode has a de ...
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
The Mind of a Gamer- The Influential Factors on PreferenceNicole Horn
This document provides an overview of a research paper examining how the video game industry appeals to and repels female consumers. It begins with introducing the topic and outlines the paper's focus on identifying the appeals of video games and how they correlate with preferences of female demographics. The document then discusses the appeal of video games in terms of converging one's ideal and actual self, player immersion and gaming experience. It also examines female concerns with video games related to gender portrayal, violence, social interaction and competitiveness. Finally, it categorizes types of female gamers into power gamers, moderate gamers and non-gamers, describing their characteristics and preferences.
This document provides an introduction to a cultural analysis of massively multiplayer online games (MMOs) as a form of sport. It discusses how MMOs allow millions of users to interact through avatars in a virtual environment in team-like and sporting ways on a daily basis. The introduction examines previous research on gaming and argues that MMOs deserve unique study due to their social and persistent virtual worlds where cooperation and competition between players is important.
What characteristics of gamers’ profile should be taken into account in play...Thea24
Our paper stresses the need to bring to the forefront the social and emotional aspects of usability as a means to design enjoyable player- centered game experiences.
This work questions the validity of those HCI approaches generalizing usability principles and heuristics to the universe of gamers assuming that they comprise a homogenous population’.
Our findings strongly support the consideration of specific individual characteristics to the design of player-centred game experiences.
During a 4-month visiting studentship, the author is developing a climate change game for interactive tabletops to influence players' beliefs about climate risks in a way that supports responsible behavior. The game will have three versions that are collaborative, cooperative, or competitive to test if gameplay type impacts how players perceive the game's moral message. A user study with 30 pairs of players will quantitatively assess the effect by having players answer surveys before and after playing each version.
This document discusses the relationship between gameplay, graphics, and character attachment in video games. It outlines a gameplay spectrum consisting of six modes - Observation, Guidance, and Symbiosis (each with two submodes) - that categorize different levels of player interaction with game characters. The document also describes the creation of the interactive character Ann and discusses how graphics and gameplay both impact a player's emotional experience.
Game theory a novel tool to design model analyze and optimize cooperative net...IAEME Publication
Game theory is introduced as a tool to model, analyze, and optimize cooperative wireless networks. It is well-suited to describe conflicting situations that arise between nodes attempting to communicate over a shared medium. Cooperative networks are modeled as games with nodes as players that can choose strategies like cooperating by forwarding packets or not. Specific scenarios modeled as games include mutual cooperation between two nodes, networks with multiple relay nodes, and networks with multiple sources and a single relay. Game theory provides a framework to understand nodes' incentives and predict network behavior and outcomes in these cooperative yet competitive distributed environments.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
A Conceptual Model for the Study of Persuasive Games.pdfJackie Gold
This document proposes a conceptual model for studying persuasiveness in digital games. It argues that persuasiveness results from relationships between multiple persuasive dimensions, which it calls "persuasive structures". These structures operate at three levels: rules, narrative, and audiovisual presentation. Meaning emerges from a player's interaction with signs within a system and context, which can influence interpretation. Persuasive games aim to shape cognitive frames that influence player perceptions both in and out of the game. The conceptual model is intended to better understand how persuasive messages can be conveyed through digital games.
This study investigated how individual differences and player choice can influence perceptions of violence in video games. 152 participants completed a survey after watching either a violent or non-violent gameplay video. Results showed that experience gaming decreased perceived difficulty but increased perceived violence when shown character death versus deception. The study also explored how player morality and emotions are affected differently between gamers and non-gamers.
Android Gaming Tips & Tricks - Mac Game Hack TipsHacksiber
Small description about how mac games and games for android works. Understand what's the weak point which can help us to make changes into games to unlock full joy of your favorite games.
The application of point of view (POV) in electronic games has been vastly applied and fast becoming a
favorite among electronic games (EG) players particularly in games of action genre like warfare games.
While allowing the users to experience the character first-hand, POV has its limitations for users. One
example of the problems is the difficulty to anticipate the direction an attack by the enemy from a POV
blindspot. Another problem is the difficulty to prepare a strategy. Some players become “somewhat dizzy”
and eventually give up the game. This paper elaborates on the development of a framework for interactive
montage on EG software interface using ArTerma tools and how the ArTerma tool works in the POV
interface. Therefore, to accomplish the development of ArTerma tools, (A1(DDI)2E3) model is used. In
(A1(DDI)2E3) model usage, ADDIE model is combined with other model concept such as “Diegesis-
Spatiality” concept Model, Frame concept model, and Mental concept model has been employed along
side an elaboration on case studies. The study hopes that the developed a new model as well as support
tool can help improve future EGs.
Similar to Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers (20)
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
Neural network optimizer of proportional-integral-differential controller par...IJECEIAES
Wide application of proportional-integral-differential (PID)-regulator in industry requires constant improvement of methods of its parameters adjustment. The paper deals with the issues of optimization of PID-regulator parameters with the use of neural network technology methods. A methodology for choosing the architecture (structure) of neural network optimizer is proposed, which consists in determining the number of layers, the number of neurons in each layer, as well as the form and type of activation function. Algorithms of neural network training based on the application of the method of minimizing the mismatch between the regulated value and the target value are developed. The method of back propagation of gradients is proposed to select the optimal training rate of neurons of the neural network. The neural network optimizer, which is a superstructure of the linear PID controller, allows increasing the regulation accuracy from 0.23 to 0.09, thus reducing the power consumption from 65% to 53%. The results of the conducted experiments allow us to conclude that the created neural superstructure may well become a prototype of an automatic voltage regulator (AVR)-type industrial controller for tuning the parameters of the PID controller.
An improved modulation technique suitable for a three level flying capacitor ...IJECEIAES
This research paper introduces an innovative modulation technique for controlling a 3-level flying capacitor multilevel inverter (FCMLI), aiming to streamline the modulation process in contrast to conventional methods. The proposed
simplified modulation technique paves the way for more straightforward and
efficient control of multilevel inverters, enabling their widespread adoption and
integration into modern power electronic systems. Through the amalgamation of
sinusoidal pulse width modulation (SPWM) with a high-frequency square wave
pulse, this controlling technique attains energy equilibrium across the coupling
capacitor. The modulation scheme incorporates a simplified switching pattern
and a decreased count of voltage references, thereby simplifying the control
algorithm.
A review on features and methods of potential fishing zoneIJECEIAES
This review focuses on the importance of identifying potential fishing zones in seawater for sustainable fishing practices. It explores features like sea surface temperature (SST) and sea surface height (SSH), along with classification methods such as classifiers. The features like SST, SSH, and different classifiers used to classify the data, have been figured out in this review study. This study underscores the importance of examining potential fishing zones using advanced analytical techniques. It thoroughly explores the methodologies employed by researchers, covering both past and current approaches. The examination centers on data characteristics and the application of classification algorithms for classification of potential fishing zones. Furthermore, the prediction of potential fishing zones relies significantly on the effectiveness of classification algorithms. Previous research has assessed the performance of models like support vector machines, naïve Bayes, and artificial neural networks (ANN). In the previous result, the results of support vector machine (SVM) were 97.6% more accurate than naive Bayes's 94.2% to classify test data for fisheries classification. By considering the recent works in this area, several recommendations for future works are presented to further improve the performance of the potential fishing zone models, which is important to the fisheries community.
Electrical signal interference minimization using appropriate core material f...IJECEIAES
As demand for smaller, quicker, and more powerful devices rises, Moore's law is strictly followed. The industry has worked hard to make little devices that boost productivity. The goal is to optimize device density. Scientists are reducing connection delays to improve circuit performance. This helped them understand three-dimensional integrated circuit (3D IC) concepts, which stack active devices and create vertical connections to diminish latency and lower interconnects. Electrical involvement is a big worry with 3D integrates circuits. Researchers have developed and tested through silicon via (TSV) and substrates to decrease electrical wave involvement. This study illustrates a novel noise coupling reduction method using several electrical involvement models. A 22% drop in electrical involvement from wave-carrying to victim TSVs introduces this new paradigm and improves system performance even at higher THz frequencies.
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Bibliometric analysis highlighting the role of women in addressing climate ch...IJECEIAES
Fossil fuel consumption increased quickly, contributing to climate change
that is evident in unusual flooding and draughts, and global warming. Over
the past ten years, women's involvement in society has grown dramatically,
and they succeeded in playing a noticeable role in reducing climate change.
A bibliometric analysis of data from the last ten years has been carried out to
examine the role of women in addressing the climate change. The analysis's
findings discussed the relevant to the sustainable development goals (SDGs),
particularly SDG 7 and SDG 13. The results considered contributions made
by women in the various sectors while taking geographic dispersion into
account. The bibliometric analysis delves into topics including women's
leadership in environmental groups, their involvement in policymaking, their
contributions to sustainable development projects, and the influence of
gender diversity on attempts to mitigate climate change. This study's results
highlight how women have influenced policies and actions related to climate
change, point out areas of research deficiency and recommendations on how
to increase role of the women in addressing the climate change and
achieving sustainability. To achieve more successful results, this initiative
aims to highlight the significance of gender equality and encourage
inclusivity in climate change decision-making processes.
Voltage and frequency control of microgrid in presence of micro-turbine inter...IJECEIAES
The active and reactive load changes have a significant impact on voltage
and frequency. In this paper, in order to stabilize the microgrid (MG) against
load variations in islanding mode, the active and reactive power of all
distributed generators (DGs), including energy storage (battery), diesel
generator, and micro-turbine, are controlled. The micro-turbine generator is
connected to MG through a three-phase to three-phase matrix converter, and
the droop control method is applied for controlling the voltage and
frequency of MG. In addition, a method is introduced for voltage and
frequency control of micro-turbines in the transition state from gridconnected mode to islanding mode. A novel switching strategy of the matrix
converter is used for converting the high-frequency output voltage of the
micro-turbine to the grid-side frequency of the utility system. Moreover,
using the switching strategy, the low-order harmonics in the output current
and voltage are not produced, and consequently, the size of the output filter
would be reduced. In fact, the suggested control strategy is load-independent
and has no frequency conversion restrictions. The proposed approach for
voltage and frequency regulation demonstrates exceptional performance and
favorable response across various load alteration scenarios. The suggested
strategy is examined in several scenarios in the MG test systems, and the
simulation results are addressed.
Enhancing battery system identification: nonlinear autoregressive modeling fo...IJECEIAES
Precisely characterizing Li-ion batteries is essential for optimizing their
performance, enhancing safety, and prolonging their lifespan across various
applications, such as electric vehicles and renewable energy systems. This
article introduces an innovative nonlinear methodology for system
identification of a Li-ion battery, employing a nonlinear autoregressive with
exogenous inputs (NARX) model. The proposed approach integrates the
benefits of nonlinear modeling with the adaptability of the NARX structure,
facilitating a more comprehensive representation of the intricate
electrochemical processes within the battery. Experimental data collected
from a Li-ion battery operating under diverse scenarios are employed to
validate the effectiveness of the proposed methodology. The identified
NARX model exhibits superior accuracy in predicting the battery's behavior
compared to traditional linear models. This study underscores the
importance of accounting for nonlinearities in battery modeling, providing
insights into the intricate relationships between state-of-charge, voltage, and
current under dynamic conditions.
Smart grid deployment: from a bibliometric analysis to a surveyIJECEIAES
Smart grids are one of the last decades' innovations in electrical energy.
They bring relevant advantages compared to the traditional grid and
significant interest from the research community. Assessing the field's
evolution is essential to propose guidelines for facing new and future smart
grid challenges. In addition, knowing the main technologies involved in the
deployment of smart grids (SGs) is important to highlight possible
shortcomings that can be mitigated by developing new tools. This paper
contributes to the research trends mentioned above by focusing on two
objectives. First, a bibliometric analysis is presented to give an overview of
the current research level about smart grid deployment. Second, a survey of
the main technological approaches used for smart grid implementation and
their contributions are highlighted. To that effect, we searched the Web of
Science (WoS), and the Scopus databases. We obtained 5,663 documents
from WoS and 7,215 from Scopus on smart grid implementation or
deployment. With the extraction limitation in the Scopus database, 5,872 of
the 7,215 documents were extracted using a multi-step process. These two
datasets have been analyzed using a bibliometric tool called bibliometrix.
The main outputs are presented with some recommendations for future
research.
Use of analytical hierarchy process for selecting and prioritizing islanding ...IJECEIAES
One of the problems that are associated to power systems is islanding
condition, which must be rapidly and properly detected to prevent any
negative consequences on the system's protection, stability, and security.
This paper offers a thorough overview of several islanding detection
strategies, which are divided into two categories: classic approaches,
including local and remote approaches, and modern techniques, including
techniques based on signal processing and computational intelligence.
Additionally, each approach is compared and assessed based on several
factors, including implementation costs, non-detected zones, declining
power quality, and response times using the analytical hierarchy process
(AHP). The multi-criteria decision-making analysis shows that the overall
weight of passive methods (24.7%), active methods (7.8%), hybrid methods
(5.6%), remote methods (14.5%), signal processing-based methods (26.6%),
and computational intelligent-based methods (20.8%) based on the
comparison of all criteria together. Thus, it can be seen from the total weight
that hybrid approaches are the least suitable to be chosen, while signal
processing-based methods are the most appropriate islanding detection
method to be selected and implemented in power system with respect to the
aforementioned factors. Using Expert Choice software, the proposed
hierarchy model is studied and examined.
Enhancing of single-stage grid-connected photovoltaic system using fuzzy logi...IJECEIAES
The power generated by photovoltaic (PV) systems is influenced by
environmental factors. This variability hampers the control and utilization of
solar cells' peak output. In this study, a single-stage grid-connected PV
system is designed to enhance power quality. Our approach employs fuzzy
logic in the direct power control (DPC) of a three-phase voltage source
inverter (VSI), enabling seamless integration of the PV connected to the
grid. Additionally, a fuzzy logic-based maximum power point tracking
(MPPT) controller is adopted, which outperforms traditional methods like
incremental conductance (INC) in enhancing solar cell efficiency and
minimizing the response time. Moreover, the inverter's real-time active and
reactive power is directly managed to achieve a unity power factor (UPF).
The system's performance is assessed through MATLAB/Simulink
implementation, showing marked improvement over conventional methods,
particularly in steady-state and varying weather conditions. For solar
irradiances of 500 and 1,000 W/m2
, the results show that the proposed
method reduces the total harmonic distortion (THD) of the injected current
to the grid by approximately 46% and 38% compared to conventional
methods, respectively. Furthermore, we compare the simulation results with
IEEE standards to evaluate the system's grid compatibility.
Enhancing photovoltaic system maximum power point tracking with fuzzy logic-b...IJECEIAES
Photovoltaic systems have emerged as a promising energy resource that
caters to the future needs of society, owing to their renewable, inexhaustible,
and cost-free nature. The power output of these systems relies on solar cell
radiation and temperature. In order to mitigate the dependence on
atmospheric conditions and enhance power tracking, a conventional
approach has been improved by integrating various methods. To optimize
the generation of electricity from solar systems, the maximum power point
tracking (MPPT) technique is employed. To overcome limitations such as
steady-state voltage oscillations and improve transient response, two
traditional MPPT methods, namely fuzzy logic controller (FLC) and perturb
and observe (P&O), have been modified. This research paper aims to
simulate and validate the step size of the proposed modified P&O and FLC
techniques within the MPPT algorithm using MATLAB/Simulink for
efficient power tracking in photovoltaic systems.
Adaptive synchronous sliding control for a robot manipulator based on neural ...IJECEIAES
Robot manipulators have become important equipment in production lines, medical fields, and transportation. Improving the quality of trajectory tracking for
robot hands is always an attractive topic in the research community. This is a
challenging problem because robot manipulators are complex nonlinear systems
and are often subject to fluctuations in loads and external disturbances. This
article proposes an adaptive synchronous sliding control scheme to improve trajectory tracking performance for a robot manipulator. The proposed controller
ensures that the positions of the joints track the desired trajectory, synchronize
the errors, and significantly reduces chattering. First, the synchronous tracking
errors and synchronous sliding surfaces are presented. Second, the synchronous
tracking error dynamics are determined. Third, a robust adaptive control law is
designed,the unknown components of the model are estimated online by the neural network, and the parameters of the switching elements are selected by fuzzy
logic. The built algorithm ensures that the tracking and approximation errors
are ultimately uniformly bounded (UUB). Finally, the effectiveness of the constructed algorithm is demonstrated through simulation and experimental results.
Simulation and experimental results show that the proposed controller is effective with small synchronous tracking errors, and the chattering phenomenon is
significantly reduced.
Remote field-programmable gate array laboratory for signal acquisition and de...IJECEIAES
A remote laboratory utilizing field-programmable gate array (FPGA) technologies enhances students’ learning experience anywhere and anytime in embedded system design. Existing remote laboratories prioritize hardware access and visual feedback for observing board behavior after programming, neglecting comprehensive debugging tools to resolve errors that require internal signal acquisition. This paper proposes a novel remote embeddedsystem design approach targeting FPGA technologies that are fully interactive via a web-based platform. Our solution provides FPGA board access and debugging capabilities beyond the visual feedback provided by existing remote laboratories. We implemented a lab module that allows users to seamlessly incorporate into their FPGA design. The module minimizes hardware resource utilization while enabling the acquisition of a large number of data samples from the signal during the experiments by adaptively compressing the signal prior to data transmission. The results demonstrate an average compression ratio of 2.90 across three benchmark signals, indicating efficient signal acquisition and effective debugging and analysis. This method allows users to acquire more data samples than conventional methods. The proposed lab allows students to remotely test and debug their designs, bridging the gap between theory and practice in embedded system design.
Detecting and resolving feature envy through automated machine learning and m...IJECEIAES
Efficiently identifying and resolving code smells enhances software project quality. This paper presents a novel solution, utilizing automated machine learning (AutoML) techniques, to detect code smells and apply move method refactoring. By evaluating code metrics before and after refactoring, we assessed its impact on coupling, complexity, and cohesion. Key contributions of this research include a unique dataset for code smell classification and the development of models using AutoGluon for optimal performance. Furthermore, the study identifies the top 20 influential features in classifying feature envy, a well-known code smell, stemming from excessive reliance on external classes. We also explored how move method refactoring addresses feature envy, revealing reduced coupling and complexity, and improved cohesion, ultimately enhancing code quality. In summary, this research offers an empirical, data-driven approach, integrating AutoML and move method refactoring to optimize software project quality. Insights gained shed light on the benefits of refactoring on code quality and the significance of specific features in detecting feature envy. Future research can expand to explore additional refactoring techniques and a broader range of code metrics, advancing software engineering practices and standards.
Smart monitoring technique for solar cell systems using internet of things ba...IJECEIAES
Rapidly and remotely monitoring and receiving the solar cell systems status parameters, solar irradiance, temperature, and humidity, are critical issues in enhancement their efficiency. Hence, in the present article an improved smart prototype of internet of things (IoT) technique based on embedded system through NodeMCU ESP8266 (ESP-12E) was carried out experimentally. Three different regions at Egypt; Luxor, Cairo, and El-Beheira cities were chosen to study their solar irradiance profile, temperature, and humidity by the proposed IoT system. The monitoring data of solar irradiance, temperature, and humidity were live visualized directly by Ubidots through hypertext transfer protocol (HTTP) protocol. The measured solar power radiation in Luxor, Cairo, and El-Beheira ranged between 216-1000, 245-958, and 187-692 W/m 2 respectively during the solar day. The accuracy and rapidity of obtaining monitoring results using the proposed IoT system made it a strong candidate for application in monitoring solar cell systems. On the other hand, the obtained solar power radiation results of the three considered regions strongly candidate Luxor and Cairo as suitable places to build up a solar cells system station rather than El-Beheira.
An efficient security framework for intrusion detection and prevention in int...IJECEIAES
Over the past few years, the internet of things (IoT) has advanced to connect billions of smart devices to improve quality of life. However, anomalies or malicious intrusions pose several security loopholes, leading to performance degradation and threat to data security in IoT operations. Thereby, IoT security systems must keep an eye on and restrict unwanted events from occurring in the IoT network. Recently, various technical solutions based on machine learning (ML) models have been derived towards identifying and restricting unwanted events in IoT. However, most ML-based approaches are prone to miss-classification due to inappropriate feature selection. Additionally, most ML approaches applied to intrusion detection and prevention consider supervised learning, which requires a large amount of labeled data to be trained. Consequently, such complex datasets are impossible to source in a large network like IoT. To address this problem, this proposed study introduces an efficient learning mechanism to strengthen the IoT security aspects. The proposed algorithm incorporates supervised and unsupervised approaches to improve the learning models for intrusion detection and mitigation. Compared with the related works, the experimental outcome shows that the model performs well in a benchmark dataset. It accomplishes an improved detection accuracy of approximately 99.21%.
KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
A SYSTEMATIC RISK ASSESSMENT APPROACH FOR SECURING THE SMART IRRIGATION SYSTEMSIJNSA Journal
The smart irrigation system represents an innovative approach to optimize water usage in agricultural and landscaping practices. The integration of cutting-edge technologies, including sensors, actuators, and data analysis, empowers this system to provide accurate monitoring and control of irrigation processes by leveraging real-time environmental conditions. The main objective of a smart irrigation system is to optimize water efficiency, minimize expenses, and foster the adoption of sustainable water management methods. This paper conducts a systematic risk assessment by exploring the key components/assets and their functionalities in the smart irrigation system. The crucial role of sensors in gathering data on soil moisture, weather patterns, and plant well-being is emphasized in this system. These sensors enable intelligent decision-making in irrigation scheduling and water distribution, leading to enhanced water efficiency and sustainable water management practices. Actuators enable automated control of irrigation devices, ensuring precise and targeted water delivery to plants. Additionally, the paper addresses the potential threat and vulnerabilities associated with smart irrigation systems. It discusses limitations of the system, such as power constraints and computational capabilities, and calculates the potential security risks. The paper suggests possible risk treatment methods for effective secure system operation. In conclusion, the paper emphasizes the significant benefits of implementing smart irrigation systems, including improved water conservation, increased crop yield, and reduced environmental impact. Additionally, based on the security analysis conducted, the paper recommends the implementation of countermeasures and security approaches to address vulnerabilities and ensure the integrity and reliability of the system. By incorporating these measures, smart irrigation technology can revolutionize water management practices in agriculture, promoting sustainability, resource efficiency, and safeguarding against potential security threats.
CHINA’S GEO-ECONOMIC OUTREACH IN CENTRAL ASIAN COUNTRIES AND FUTURE PROSPECTjpsjournal1
The rivalry between prominent international actors for dominance over Central Asia's hydrocarbon
reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
Harnessing WebAssembly for Real-time Stateless Streaming PipelinesChristina Lin
Traditionally, dealing with real-time data pipelines has involved significant overhead, even for straightforward tasks like data transformation or masking. However, in this talk, we’ll venture into the dynamic realm of WebAssembly (WASM) and discover how it can revolutionize the creation of stateless streaming pipelines within a Kafka (Redpanda) broker. These pipelines are adept at managing low-latency, high-data-volume scenarios.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
Low power architecture of logic gates using adiabatic techniquesnooriasukmaningtyas
The growing significance of portable systems to limit power consumption in ultra-large-scale-integration chips of very high density, has recently led to rapid and inventive progresses in low-power design. The most effective technique is adiabatic logic circuit design in energy-efficient hardware. This paper presents two adiabatic approaches for the design of low power circuits, modified positive feedback adiabatic logic (modified PFAL) and the other is direct current diode based positive feedback adiabatic logic (DC-DB PFAL). Logic gates are the preliminary components in any digital circuit design. By improving the performance of basic gates, one can improvise the whole system performance. In this paper proposed circuit design of the low power architecture of OR/NOR, AND/NAND, and XOR/XNOR gates are presented using the said approaches and their results are analyzed for powerdissipation, delay, power-delay-product and rise time and compared with the other adiabatic techniques along with the conventional complementary metal oxide semiconductor (CMOS) designs reported in the literature. It has been found that the designs with DC-DB PFAL technique outperform with the percentage improvement of 65% for NOR gate and 7% for NAND gate and 34% for XNOR gate over the modified PFAL techniques at 10 MHz respectively.
Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers
1. International Journal of Electrical and Computer Engineering (IJECE)
Vol. 11, No. 3, June 2021, pp. 2393~2398
ISSN: 2088-8708, DOI: 10.11591/ijece.v11i3.pp2393-2398 2393
Journal homepage: http://ijece.iaescore.com
Character attachment in team-based first person shooter game
with respect to the role in the combat among Korean young
gamers
Doo Heon Song1
, Seunghun Lee2
1,2
Department of Computer Games, Yong-In SongDam College, Republic of Korea
1,2
Department of Virtual Reality Contents, Young San University, Republic of Korea
Article Info ABSTRACT
Article history:
Received Jul 31, 2020
Revised Sep 22, 2020
Accepted Oct 8, 2020
Character attachment have been studied thoroughly from the view of
psychology and media researches. In game playing, the player-avatar
relationship is a form of character attachment and affects a good game design
as well as management systems such as character customizing and in game
purchasing policy. In this paper, we investigate such player-avatar
relationship on the theme of team-based FPS where in general the attachment
is not expected to be high. However, from the online survey for Tom
Clancy‟s Rainbow 6 Siege mania groups, we find that there are different
character attachment patterns with respect to the role of players in the team–
attacker, defender, and supporter. It shows that attackers think avatar as an
„object, but the defenders show more „avatar as others‟ than the attackers.
The supporters show high responsibility for the avatar and their play style is
most like „avatar as symbiote‟ manner.
Keywords:
Attacker
Character attachment
Defender
First person shooter
Supporter
Team based game This is an open access article under the CC BY-SA license.
Corresponding Author:
Seunghun Lee
Department of Virtual Reality Contents
Young San University
Busan 48015, Korea Computer Games, Republic of Korea
Email: shlee@ysu.ac.kr
1. INTRODUCTION
Character identification is a psychological term used in literary and film studies to describe a
psychological relationship between the spectator and a fictional character whereby the individual assimilates
an aspect, property, or attribute of the other, i.e., the core meaning of identification is simple-to be like or to
become like another. This concept of „identification‟ is studied as early as Freud‟s work [1] and such
relationship works positively in video game playing in extending the enjoyment [2]. This audiences‟
dispositions toward fictitious characters has been thoroughly studied in media entertainment research in that
how audiences‟ moral salience might explain their reactions to character actions [3], narrative appeal [4], and
how audiences react to media characters as if they were actual, physical people [5]. There have been many
studies to verify the existence of such phenomenon in video game playing [6-8] and it influences game
playing style as well [9].
In video games, however, gamers do not merely have a felt connection with their characters, but
there exists an actual, tangible connection between the gamer and a fully functional, completely controllable
avatar [4]. Thus, we use the concept of character attachment that is well summarized in [10] as individual‟s
feeling of: i) a sense of friendship, ii) a sense of identification with a character, iii) if the individual can
believe that the digital image is a real being, iv) if the individual feels a sense of responsibility to the
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character, and v) if the individual can reconcile the notion of control with both the friendship and
identification aspects of the relationship. Character attachment has been found to be positively associated
with game enjoyment and time spent playing games and motivations to play games for fantasy, diversion,
and social interaction purposes [10].
This special emotional engagement between the player and game character can explain different
behaviour of prosocial/antisocial players [11] and different style of control and effect in gaming [12]. Other
researches of character attachment in video games include the relationship between character attachment and
presence [13], and player-avatar interaction [14-17]. The player-avatar interaction studies induce four types
of player-avatar relationship such as avatar-as-object, avatar-as-me, avatar-assymbiote, and avatar-as-other.
When the player perceives the avatar as an object, the player-avatar relationship is nonsocial, and the player
treats the avatar as merely a game piece or a tool which helps the player to achieve ingame goals; when the
player perceives the avatar as him/herself, the player highly identifies with the avatar; when the player
perceives as the avatar as a symbiote, the avatar is experienced as part of the player and the player is also part
of the avatar; when the player perceives the avatar as another, the player and avatar relationship is social, and
the player experiences the avatar as a distinct social entity [16].
One of the reasons that people should study player-avatar relationship is that the existence of such
close tie affects game design and management in that close player-avatar relationship increases the desire of
customizing characters [18] and thus increase in-game purchase [19]. Not only that, avatar death frequency is
negatively correlated with player feelings of closeness (i.e., shared feelings) with their avatars and death
penalty severity is positively correlated with player perceptions of their avatars as functional tools [20].
While previous studies in this domain usually explore the general aspect of game playing regardless of
specific game genre, a study reveals that a certain genre of the video game playing might induce different
player avatar emotional relationship by looking at romantic video games or dating simulation games in
which players attempt to foster a romantic relationship with a chosen game character [21]. This result implies
that there may exist some genre-specific aspects of player-avatar relationship.
In this paper, we investigate player-avatar relationship within a specific genre-team-based first
person shooter (FPS). According to the recent report, FPS is the second most favorite genre in Korea only next to
the massively multiplayer online role-playing games (MMORPG) regardless of age and gender [22, 23]. Also,
team based FPS games have different roles inside the teams with specialized skills and weapons [24]. For the
popular FPS game Overwatch, the dealer role plays the role of the main character in the team, but the rear
support, or healer, is also important for the team's victory and tanker takes a voluntary sacrificing role to
contribute for the team‟s winning. And those who seem to lack skills or want to be less responsible for
winning or losing usually takes „sub‟ role. However, disagreements often arise between gamers about team
composition and the outcome of the match. Often, it develops to attack female gamers in the community [25].
Also, FPS genre games have some background story and plots to fulfill team‟s goal in the game,
however, the effect of storytelling is not as deep as other genre in density [26]. Rather, team‟s winning is the
highest goal of players but there are enough number of characters that the player can choose within the given
roles in combat situation. Thus, in this paper, we will explore the following research question by empirical
player survey within team-based FPS. Research Question: Will player-avatar relationship of team-based FPS
exhibit different patterns with respect to the player‟s role in the game?
2. METHOD
2.1. Game of investigation: Tom Clancy’s Rainbow Six Siege
We choose Tom Clancy‟s Rainbow Six Siege (Rainbow6 afterwards in this paper) as the game to be
used in our online survey. Rainbow6 is a team-based FPS game developed and published by Ubisoft in 2015 [27].
The game has many play modes such as Hostage, Bomb, Secure area, Terrorist hunt etc. but in most cases of
players vs. players (PvP), it is a cooperative multiple player games of 5-players squad. Players take on the
role of either attackers or defenders and must fight against each other. Unlike other FPS games, it is
characterized by being able to use various crews with special abilities depending on the team and
strategically using walls that can be partially pierced or reinforced in the map.
The avatars in this game, called operators, have a set of primary and secondary weapons that can be
used for each unit. In general, weapons of the attacking side composed of those advantageous for long-range
firefighting, such as assault rifles, light machine guns, and designated gunners whereas the defensive side has
weapons that are advantageous for short-range firefighting, such as submachine guns and shotguns. There are
23 operators in each of the attacking and defending teams [28]. In order to help players to choose their
favorite avatars, Rainbow6 provides an avatar positioning maps for each side to reveal that how high-tiered
players choose each operators(pick rate) and how frequently that avatar wins in the game(win-rate) as shown
in Figures 1 and 2 [29].
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Figure 1. Stats for avatars of attacking side
Figure 2. Stats for avatars of defending side
As one can see from above figures, operators are well balanced in pick rate and winning rate in that
higher level players frequently choose operators of their trait in spite of relatively low winning rate which
seems to be the highest goal of the game. Since this is a team game, team balance is crucial in winning and
each operator has different ability and skills thus player‟s pick of the operators may exhibit the player‟s play
habit or attachment to the avatar.
2.2. Measurement of player-avatar relationship
In player-avatar relationship studies, many different measuring schemes exist but those developed
by Lewis et al. [10] are widely used with high reliability. That question are set consists of 4 factors of 17
questions and factors are identification/friendship, suspension of disbelief (intentional avoidance of critical
thinking or logic in examining something surreal), control, and responsibility. In this research, unfortunately,
when we took a pilot test in early 2019, we found that young Korean students had difficulty in differentiating
several questions so that they tend to answer the same on several different questions of the same factor. Thus,
we reduced the question are as 9 questions of 4 factors as the original one so that subjects would not be
confused with the meaning and intention of the questions as shown in Table 1. We measure the relationship
by using Likert 5-point scale from 1 (strongly disagree) to 5 (strongly agree). Factor 2 (suspension of
disbelief) is negatively associated with the relationship thus we coded the score of factor-2 (Q4, Q5)
reversely as instructed in [10].
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Table 1. Measurement of player-avatar attachment
Factor Q number Question
1 Q1 I sometimes forget my own feelings and take on those of my character.
1 Q2 I enjoy pretending I am my character
1 Q3 I consider my character a friend of mine.
2 Q4 I direct my attention to possible errors or contradictions in the video game. *
2 Q5 I think about whether the action or the video game presentation was plausible. *
3 Q6 I enjoy controlling my character.
3 Q7 I get frustrated when my character does not perform the way I want him/her to.
4 Q8 I know what my character needs.
4 Q9 I make decisions with my character‟s best interests in mind.
Key *Reverse coded;
Factor 1 Identification/Friendship
Factor 2 Suspension of Disbelief
Factor 3 Control
Factor 4 Responsibility
3. SURVEY RESULT AND ANALYSIS
The online survey was conducted in June 2019 at the FPS mania Forum Bioshock Gallery
(https://cafe.naver.com/fpsgame) where FPS manias are gathered. We ask only experienced Rainbow6 users
should answer the question. With that limitation, only 55 subjects were willing to answer all questions and
there was no female subject in this study. Players are grouped into three categories: attackers, defenders, and
supporters. There were 18 attackers, 11 defenders, 23 supporters and 3 Mixed players who play many roles
depending on the given environment. 70% were in their 20‟s of age and 20% of teenagers but there was no
significant age effect on our study goals.
Underlined scores in Table 2 show statistically significant differences by Scheffe‟s method. Overall,
the attackers group shows the lowest and only significantly different scores thus we may safely say that
attackers have lower character attachment rate. However, when we analyze three groups (Mixed group has
only 3 subjects thus their statistics are not meaningful.) with respect to each factor, several interesting
patterns are found.
Table 2. Player-avatar relationships with respect to group roles
Questions Attack Defense Support Mixed Average
Q1 1.69 2.90 1.87 2.50 2.04
Q2 1.63 2.60 1.96 2.50 2.00
Q3 1.69 2.80 2.00 2.00 2.06
Factor 1 1.67 2.77 1.94 2.33 2.03
Q4 2.50 2.00 2.78 2.50 2.47
Q5 3.12 2.50 2.52 0.50 2.37
Factor 2 2.81 2.25 2.65 1.50 2.42
Q6 3.31 3.40 3.43 4.50 3.43
Q7 2.50 2.30 2.78 4.50 2.67
Factor 3 2.91 2.85 3.11 4.50 3.05
Q8 3.13 3.00 3.09 5.00 3.16
Q9 2.88 3.00 3.39 3.00 3.14
Factor 4 3.01 3.00 3.24 4.00 3.15
Average 2.49 2.72 2.65 3.00 2.59
Subjects 18 11 23 3 55
For factor 1 that represents identification/friendship, the defenders‟ group is significantly higher
than others although their average score is just in the middle (neutral) for the absolute score. That means that
FPS users have low character attachment in general, but defenders‟ group have some emotional connections
to their chosen avatars.
For factor 2 that represents suspension of disbelief, the attacker‟s group show higher score than
defenders‟ group since their failure cause the death or severe penalty of the game.
For factor 3 that represents control, all groups enjoy controlling their avatars (Q6) but in Q7, the
supporters group have the most frustrated emotion since their failure frequently cause team‟s defeat.
For factor 4 that represents the responsibility, all groups understand avatar‟s need (Q8, no difference among
groups) but the supporters group exhibit the highest responsibility in Q9. Combining Q7 and Q9, we can feel
that the supporters‟ group is most sacrificing one for the team‟s winning.
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4. CONCLUSION
In this paper, we investigate the player-avatar relationship score as the measure of character
attachment in team-based FPS game playing. Although this genre games have some story telling scheme, that
is not the main goal of the game thus it was expected that the overall character attachment level would not be
high. However, our focus was how this character attachment patterns are different with respect to the roles in
the team-based FPS game.
We choose Tom Clancy‟s Rainbow 6 Siege as our theme game and took an online survey at the
military game manias‟ cafe. The theme game has three different roles-attack, defence, support. By using
simplified 9 questionnaire on 4 different factors of character attachment, subject shows different patterns.
Attackers have the lowest character attachment level among three groups and extremely low identification
score (Factor 1) but have the highest score on suspension of disbelief. That means this group plays the game
with avatars as „object‟. Defenders show the highest identification (still not high in absolute value) and low in
suspension of disbelief. There is no clear pattern for defenders but probably a mixture of „avatar as object‟
and „avatar as other‟. Supporters group show highest responses in Q7 and Q9. This pattern of supporters‟
group is also not typical but probably similar to „avatar as symbiote‟ except low identification score. Since
this is probably one of the first few studies of exploring FPS players on the character attachment theme, the
result encourages that a cross cultural studies are necessary in the future and hopefully we should prepare the
reliable measurement for Korean players or East Asian players who seem to have different emotional pattern
from western gamers.
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BIOGRAPHIES OF AUTHORS
Doo Heon Song received his B.S. degree in Statistics & Computer Science from Seoul National
University, Korea and M.S. degree in Computer Science from the Korea Advanced Institute of
Science and Technology in 1983. He received his Ph.D. Candidate Certificate in Computer
Science from the University of California at Irvine in 1994. He has been a professor at the
Department of Computer Games, SongDam College, Korea, since 1997. He has served as an
associate editor for Journal of Multimedia Signal Processing and Information Hiding
(SCOPUS/EI) and The Journal of Information and Communication Convergence Engineering
(SCOPUS). His research topics include artificial intelligence, medical image processing,
machine learning and video game design & culture.
Seunghun Lee received his B.S., M.S., and Ph. D. in Computer Science from Soongsil
University, Korea in 2002, 2005, 2012, respectively. He had been the president of Korea Game
Developer‟s Association during 2006-2012. He has been a professor at the Department of Game
Contents, Youngsan University, Korea since 2011 and he opens the first ever academic
Department of Virtual Reality Contents in Korea since 2017 at the same university. Currently, he
leads the VR contents committee in Korea Mobile Game Association and related with many
game exhibitions such as G-star. His research interests include software engineering, software
modelling of video game design, snd VR contents design.