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1

Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (April 1, 2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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Khan, Faisal Shah, and Simon J. D. Phoenix. "Gaming the quantum." Quantum Information and Computation 13, no. 3&4 (March 2013): 231–44. http://dx.doi.org/10.26421/qic13.3-4-5.

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In the time since the merger of quantum mechanics and game theory was proposed formally in 1999, the two distinct perspectives apparent in this merger of applying quantum mechanics to game theory, referred to henceforth as the theory of ``quantized games'', and of applying game theory to quantum mechanics, referred to henceforth as ``gaming the quantum'', have become synonymous under the single ill-defined term ``quantum game''. Here, these two perspectives are delineated and a game-theoretically proper description of what makes a multiplayer, non-cooperative game quantum mechanical, is given. Within the context of this description, finding Nash equilibrium in a zero-sum quantum game is exhibited to be equivalent to finding a solution to a simultaneous distance minimization problem in the state space of quantum objects, thus setting up a framework for a game theory inspired study of ``equilibrium'' behavior of quantum physical systems such as those utilized in quantum information processing and computation.
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Cai, Wei, Fangyuan Chi, Xiaofei Wang, and Victor C. M. Leung. "Toward Multiplayer Cooperative Cloud Gaming." IEEE Cloud Computing 5, no. 5 (September 2018): 70–80. http://dx.doi.org/10.1109/mcc.2018.326105129.

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4

TSE, EDWARD, SAUL GREENBERG, CHIA SHEN, and CLIFTON FORLINES. "Multimodal multiplayer tabletop gaming." Computers in Entertainment 5, no. 2 (April 2007): 12. http://dx.doi.org/10.1145/1279540.1279552.

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5

Cox, T. "Online and multiplayer gaming ? An overview." Virtual Reality 5, no. 4 (December 2000): 215–22. http://dx.doi.org/10.1007/bf01408520.

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6

Stone, A. "Wireless makes multiplayer gaming a winner." IEEE Pervasive Computing 2, no. 4 (October 2003): 5–9. http://dx.doi.org/10.1109/mprv.2003.1251162.

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7

Lisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. "Leadership in Multiplayer Online Gaming Environments." Simulation & Gaming 43, no. 1 (January 19, 2011): 133–49. http://dx.doi.org/10.1177/1046878110391975.

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SONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties.
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Ramakrishna, V., Max Robinson, Kevin Eustice, and Peter Reiher. "An Active Self-Optimizing Multiplayer Gaming Architecture." Cluster Computing 9, no. 2 (April 2006): 201–15. http://dx.doi.org/10.1007/s10586-006-7564-2.

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Singh, Aameek, and Arup Acharya. "Multiplayer networked gaming with the session initiation protocol." Computer Networks 49, no. 1 (September 2005): 38–51. http://dx.doi.org/10.1016/j.comnet.2005.04.005.

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Cai, Wei, Victor C. M. Leung, and Long Hu. "A Cloudlet-Assisted Multiplayer Cloud Gaming System." Mobile Networks and Applications 19, no. 2 (November 9, 2013): 144–52. http://dx.doi.org/10.1007/s11036-013-0485-4.

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Molyneux, Logan, Krishnan Vasudevan, and Homero Gil de Zúñiga. "Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games." Journal of Computer-Mediated Communication 20, no. 4 (May 9, 2015): 381–99. http://dx.doi.org/10.1111/jcc4.12123.

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Ng Lee-Luan and Rino Shafierul Azizie Shahrir Raghbir. "Learning English Vocabulary via Computer Gaming." Issues in Language Studies 10, no. 1 (June 29, 2021): 93–109. http://dx.doi.org/10.33736/ils.2708.2021.

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Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aims to investigate the use of vocabulary learning strategies (VLS) in a massively multiplayer online role-playing game (MMORPG) among Malaysian English as a second language (ESL) players. Data were obtained via a 12-hour online game-play recorded sessions of Guild Wars 2 involving four Malaysian ESL players. The participants consisted of experienced online gamers aged between 24 and 25 years. The game-play sessions were also observed to provide supporting details on how the players utilised strategies when learning English vocabulary. The outcome of the study revealed that the ESL players employed different VLS during their game-play sessions. Gu and Johnson’s (1996) categorisation of VLS, which are metacognitive, cognitive, memory, and activation strategies, was subsequently modified to accommodate the MMORPG context. The results showed that the top five strategies used by the players were meaning-making, consultation, using online dictionary, word comparison, and incorporating words with real-world contexts.
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Zhao, Meiqi, Jianmin Zheng, and Elvis S. Liu. "Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary Optimization." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 2 (June 2021): 1–23. http://dx.doi.org/10.1145/3433027.

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In recent years, Massively Multiplayer Online Games (MMOGs) are becoming popular, partially due to their sophisticated graphics and broad virtual world, and cloud gaming is demanded more than ever especially when entertaining with light and portable devices. This article considers the problem of server allocation for running MMOG on cloud, aiming to reduce the cost on cloud gaming service and meanwhile enhance the quality of service. The problem is formulated into minimizing an objective function involving the cost of server rental, the cost of data transfer and the network latency during the gaming time. A genetic algorithm is developed to solve the minimization problem for processing simultaneous server allocation for the players who log into the system at the same time while many existing players are playing the same game. Extensive experiments based on the player behavior in “World of Warcraft” are conducted to evaluate the proposed method and compare with the state-of-the-art as well. The experimental results show that the method gives a lower cost and a shorter network latency in most of the time.
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Garneli, Varvara, Konstantinos Patiniotis, and Konstantinos Chorianopoulos. "Designing Multiplayer Serious Games with Science Content." Multimodal Technologies and Interaction 5, no. 3 (February 25, 2021): 8. http://dx.doi.org/10.3390/mti5030008.

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Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entertaining character of a SG. We evaluated the suggested methodology with two groups of professionals who were assigned with the task to design a MSG, integrating the same educational content according to the suggested methodology. The designs were qualitatively examined, confirming the potential of the Multiplayer Serious Game Methodology (MSGM) to facilitate the science content integration. We expect that the MSGM could assist groups of professionals, such as teachers and developers to create coherent MSG designs.
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Deng, Yunhua, Yusen Li, Ronald Seet, Xueyan Tang, and Wentong Cai. "The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming." IEEE Transactions on Multimedia 20, no. 5 (May 2018): 1233–45. http://dx.doi.org/10.1109/tmm.2017.2760621.

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17

Paulus, Frank W., Charlotte S. Sander, Monika Nitze, Anne-Rose Kramatschek-Pfahler, Anette Voran, and Alexander von Gontard. "Gaming Disorder and Computer-Mediated Communication in Children and Adolescents with Autism Spectrum Disorder." Zeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie 48, no. 2 (March 1, 2020): 113–22. http://dx.doi.org/10.1024/1422-4917/a000674.

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Abstract. Background: This study investigates how children and adolescents with autism spectrum disorder (ASD) make use of computer gaming and computer-mediated communication (CMC) in comparison to their nonautistic peers. Method: Parents filled out a standardized questionnaire on media use, gaming disorder (GD), and CMC. Sixty-two boys with a diagnosis of ASD aged 4 to 17 years (mean = 11.5; SD = 3.2) were compared to 31 healthy control boys (mean = 11.5; SD = 3.7). Results: Children and adolescents with ASD used CMC less frequently than their nonautistic peers but played video games for longer times than the controls. They preferred playing alone rather than in company of others and less frequently in multiplayer mode. Levels of GD symptoms were higher in boys with ASD. Conclusions: Children and adolescents with ASD seem to be an especially vulnerable subpopulation for GD. For them, the gaming situation (alone and in single-player mode) and CMC behavior seem to correspond to social patterns in real life. Our findings also provide support for the inclusion of offline gaming in the GD definition.
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18

Kackley, Jeremy, Matthew Gambrell, and Jean Gourd. "I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 142–49. http://dx.doi.org/10.20965/jaciii.2008.p0142.

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Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.
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19

Carradini, Stephen, and Anya Hommadova Lu. "New motivations: Change over time in motivations for mobile gaming." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.

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Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) gameLords Mobileby reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encourage the player to form relationships with other players. Players often quit the game due to conflicts with their offline obligations or due to lack of interest in the game. Observing the beginning, middle and end of game play shows that players change motivations over time and respond to external motivators in addition to internal motivators.
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20

Dinaki, Hossein Ebrahimi, Shervin Shirmohammadi, and Mahmoud Reza Hashemi. "Boosted Metaheuristic Algorithms for QoE-Aware Server Selection in Multiplayer Cloud Gaming." IEEE Access 8 (2020): 60468–83. http://dx.doi.org/10.1109/access.2020.2983080.

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21

Braithwaite, Andrea. "WoWing Alone." Games and Culture 13, no. 2 (October 8, 2015): 119–35. http://dx.doi.org/10.1177/1555412015610246.

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World of Warcraft ( WoW) is one of the most successful and longest running multiplayer online games in gaming. Over time, Blizzard Entertainment’s approach to multiplayer activities in WoW has changed. During the past decade, in-game world events, group matchmaking systems, and phasing technologies have been used to increasingly emphasize individual achievement rather than collaborative effort. The game is shifting away from sociable activities in favor of ones that situate players as powerful, atomized characters. WoW’s governmentality now encourages players to see each other as obstacles to success and to see themselves as entrepreneurial subjects. These neoliberal strategies have the potential to impact our ability to collectively imagine and create alternative forms of social interaction and organization.
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22

Shirmohammadi, Shervin, and Mark Claypool. "Guest editorial for special issue on massively multiplayer online gaming systems and applications." Multimedia Tools and Applications 45, no. 1-3 (June 12, 2009): 1–5. http://dx.doi.org/10.1007/s11042-009-0310-z.

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23

Pavelieva, A. K., and I. O. Lobko. "Gaming Slang in the English Language." Bulletin of Luhansk Taras Shevchenko National University, no. 3 (341) (2021): 67–75. http://dx.doi.org/10.12958/2227-2844-2021-3(341)-67-75.

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The article deals with the peculiarities of gaming slang in the English language. Its goal is to describe gaming slang, to determine the ways of its formation, and to form the bases for the classifications of gaming slang. It also aims to analyze the problem of translating English gaming slang into Ukrainian, as the issue of gaming slang is not well-studied in linguistics. The connections of gaming slang with Internet, computer and more general youth slang are considered, mentioning their interrelations. The linguistic processes that are used in the formation of English gaming slang are determined, including the employment of metaphor and metonymy, the use of acronyms, abbreviations, clippings and portmanteau words. The following classifications are offered: classification by game genre, by number of players, and by topic of slang units. Every game genre brings its own features into the slang, and so does the number of players, since gaming slang is more actively used in multiplayer games. The authors suggest that the classification by topic should be developed for each genre separately, since the genre influences the gaming process and therefore generates special thematic categories of slang, such as words for the game mechanics, characters etc. The authors mention that English gaming slang is a significant translation problem, since this kind of slang is underdeveloped in the Ukrainian language.
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Xiao, Peng. "A Virtual Resource Pricing Mechanism Based on Three-Side Gaming Model in Large-Scale Cloud Environments." International Journal of e-Collaboration 16, no. 3 (July 2020): 17–32. http://dx.doi.org/10.4018/ijec.2020070102.

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Recently, network virtualization technology has become a promising approach to efficiently share physical substrate networks in a cloud. However, finding an appropriate mapping between nodes and links in virtual networks is still a challenging problem. To overcome the demerits of existing price mechanisms, the author presents a game-based pricing model, in which resource configuration and provision among virtual networks is defined as a two-phrase gaming model. In this gaming model, a cooperative gaming model is applied to optimize resource benefits, while a non-cooperative gaming model is used to balance user costs and provider benefits. Extensive experiments are conducted in a real-world cloud, and the results show that this pricing mechanism can effectively improve the resource allocation efficiency as well as the resource profits of cloud providers. In addition, it also exhibits better robustness than many existing methods when a cloud system is facing intensive workloads.
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Du, Yao, Thomas D. Grace, Krithika Jagannath, and Katie Salen-Tekinbas. "Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents." Multimodal Technologies and Interaction 5, no. 5 (May 11, 2021): 27. http://dx.doi.org/10.3390/mti5050027.

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Technology plays an essential role in shaping youth’s communication and social interactions in online multiplayer games. Due to physical distancing restrictions during the COVID-19 global pandemic, online multiplayer games like Minecraft and Roblox are well-positioned to amplify healthy communication/social connections and mitigate the impact of social isolation. Research so far has been focused on how these gaming environments support youth development from the perspectives of individual stakeholders (e.g., caregivers, educators, designers, and developers). However, features of these games, such as communication and parental controls, are often misaligned with the ways in which children develop communication and social skills. Using a series of case studies of popular virtual worlds and online games, this paper provides an analysis of critical design features that serve youth throughout different stages of childhood and early adolescence. We offer three main contributions: (a) a comparison matrix of similarities and differences in communication and control features between platforms; (b) an evaluation of design features in selected virtual world platforms that promote safe and positive social interactions; and (c) a method for cross-platform comparison aimed at helping researchers, designers, and practitioners examine specific dimensions of social communication and play experience in virtual worlds.
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Kongmee, Isara, Rebecca Strachan, Alison Pickard, and Catherine Montgomery. "A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners." International Journal of Virtual and Personal Learning Environments 3, no. 4 (October 2012): 1–15. http://dx.doi.org/10.4018/jvple.2012100101.

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Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers.
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Baek, Youngkyun, and Achraf Touati. "Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements." Journal of Educational Computing Research 57, no. 8 (January 24, 2019): 2110–40. http://dx.doi.org/10.1177/0735633118825385.

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This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students’ game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One hundred sixty-four, sixth-grade students from five different classrooms at an elementary school in South Korea participated voluntarily in this study. A total of 2 boys and 2 girls were randomly assigned to each group, resulting in 20 groups for each of the grouping conditions. Based on interaction effects, results suggest that male students show more positive game attitudes in collaborative conditions, whereas female students show more positive game attitudes in cooperative conditions. Data also suggest that males show more positive feelings toward group work than females, irrespective of grouping conditions. Regarding academic and gaming achievements, female students showed higher academic achievement in collaborative conditions, while male students scored higher on academic achievement under cooperative conditions. Findings from this study indicate that gender-balanced groups show significantly higher gaming achievement in collaboration compared with cooperation. Results are interpreted with reference to future research and classroom practices.
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Crabtree, Andy, Steve Benford, Mauricio Capra, Martin Flintham, Adam Drozd, Nick Tandavanitj, Matt Adams, and Ju Row Farr. "The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game." Computer Supported Cooperative Work (CSCW) 16, no. 1-2 (April 25, 2007): 167–98. http://dx.doi.org/10.1007/s10606-007-9048-1.

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Rubio Ballester, Belén, Sergi Bermúdez i Badia, and Paul F. M. J. Verschure. "Including Social Interaction in Stroke VR-Based Motor Rehabilitation Enhances Performance: A Pilot Study." Presence: Teleoperators and Virtual Environments 21, no. 4 (November 2012): 490–501. http://dx.doi.org/10.1162/pres_a_00129.

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Social factors and motivation are key factors for recovery in stroke patients (Glass, Matchar, Belyea, & Feussner, 1993). The goal of this study is to enhance accessibility and evaluate the effects of including social interaction in a virtual reality (VR) -based system for stroke rehabilitation. We hypothesize that a multiplayer competitive context will have a positive effect on the involvement of the patients in the therapy and thus on the rehabilitation process. We test this hypothesis using the Rehabilitation Gaming System (RGS), an ICT virtual reality tool for upper extremities motor rehabilitation. First, we implemented and evaluated a new interface based on a low-cost key-glove. Then, we developed a dedicated RGS scenario where the player has to match pairs of cards from a stack of playing cards. This task trains cognitive (memory) and motor tasks (grasping and reaching). Eight stroke patients participated in two sessions lasting 20 min, one using a single-player VR environment and another using a multiplayer version of the same game. A usability test showed that participants interact with the system much faster when using the new key-glove–based interface (p = .02) in comparison to a mouse and keyboard. In addition, our results showed that upper limb exercises performed by the patients in multiplayer mode reached wider elbow flexion/extension movements than the ones performed during the single-player game session (p = .04). Considering that the presence of spasticity is very common in patients affected by an ictus and that it causes an ongoing level of contraction, these results suggest that the patients affected displayed more effort in reaching if engaged in a social task. Our study shows that accessibility and social engagement in multiplayer environments positively affects the patients' performance and enjoyment during the task. Although the long-term impact of this enhanced motivation needs to be further assessed, our results do suggest that the inclusion of social factors such as multiplayer capabilities is an important factor for the rehabilitation process in VR-based therapy and might have an impact on both performance and mood of stroke patients.
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Fuster, Héctor, Andrés Chamarro, Xavier Carbonell, and Robert J. Vallerand. "Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games." Cyberpsychology, Behavior, and Social Networking 17, no. 5 (May 2014): 292–97. http://dx.doi.org/10.1089/cyber.2013.0349.

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Grimes, Sara M. "Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development." Games and Culture 13, no. 6 (March 29, 2016): 624–44. http://dx.doi.org/10.1177/1555412016638755.

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According to various media and academic sources, the virtual worlds landscape underwent a profound transformation in 2008, with the arrival of numerous new titles designed and targeted specifically to young children. Although a growing body of research has explored some of the titles involved in this shift, little remains known of its overall scope and contents. This article provides a mapping of the initial “boom” in children’s virtual worlds development and identifies a number of significant patterns within the ensuing children’s virtual worlds landscape. The argument is made that while the reported boom in children’s virtual worlds has been exaggerated, a number of important shifts for online gaming culture did unfold during this period, some of which challenge accepted definitions of “virtual world” and “multiplayer online game.” The implications of these findings are discussed in light of contemporary developments and trends within children’s digital culture and within online gaming more broadly.
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results: The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion: There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
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Cockburn, Alistair. "The end of software engineering and the start of economic-cooperative gaming." Computer Science and Information Systems 1, no. 1 (2004): 1–32. http://dx.doi.org/10.2298/csis0401001c.

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"Software engineering" was introduced as a model for the field of software development in 1968. This paper, reconsidering that model in the light of four decades of experience, finds it lacking in its ability to explain project success and failures, predict important issues in running projects and help practitioners formulate effective strategies on the fly. An alternative underlying model for software development is presented: Software development as a series of resource-limited, goal-directed cooperative games of invention and communication. The primary goal of each game is the production and deployment of a software system; the residue of the game is a set of markers to assist the players of the next game. People use markers and props to remind, inspire and inform each other in getting to the next move in the game. The next game is an alteration of the system or the creation of a neighboring system. Each game therefore has as a secondary goal to create an advantageous position for the next game. Since each game is resource-limited the primary and secondary goals compete for resources. The cooperative-game model provides the benefits that the software engineering model misses: It raises to the proper priority level issues crucial to successful software projects; it explains how teams with messy-looking processes sometimes outperform others with tidier processes; and it helps busy practitioners decide how to respond to unexpected situations. Finally, it is seen that much of engineering in the general belongs in the category of resource-limited cooperative games.
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Alharthi, Sultan A., George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Z. O. Toups. "Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay." ACM Transactions on Computer-Human Interaction 28, no. 4 (October 31, 2021): 1–49. http://dx.doi.org/10.1145/3445792.

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In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. The analysis revealed that FD-I cognitive style affected the performance and mental load of teams. We expect the findings to provide useful insights on understanding how cognitive styles influence collaborative gameplay.
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Aziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir, and Muhammad Muhaimin M. Salih. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health." Electronics 10, no. 9 (April 22, 2021): 996. http://dx.doi.org/10.3390/electronics10090996.

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The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.
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Dolgov, Igor, William J. Graves, Matthew R. Nearents, Jeremy D. Schwark, and C. Brooks Volkman. "Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior." Computers in Human Behavior 33 (April 2014): 49–55. http://dx.doi.org/10.1016/j.chb.2013.12.028.

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Lim, Sohye, and Jong-Eun Roselyn Lee. "When Playing Together Feels Different: Effects of Task Types and Social Contexts on Physiological Arousal in Multiplayer Online Gaming Contexts." CyberPsychology & Behavior 12, no. 1 (February 2009): 59–61. http://dx.doi.org/10.1089/cpb.2008.0054.

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38

Gao, Yongqiang, Lin Wang, and Jiantao Zhou. "Cost-Efficient and Quality of Experience-Aware Provisioning of Virtual Machines for Multiplayer Cloud Gaming in Geographically Distributed Data Centers." IEEE Access 7 (2019): 142574–85. http://dx.doi.org/10.1109/access.2019.2944405.

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Mancini, Tiziana, Chiara Imperato, and Federica Sibilla. "Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players." Computers in Human Behavior 92 (March 2019): 297–305. http://dx.doi.org/10.1016/j.chb.2018.11.007.

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40

Pinkwart, Niels, and Hannes Olivier. "Cooperative virtual worlds—a viable eCollaboration pathway or merely a gaming trend?" Electronic Markets 19, no. 4 (October 6, 2009): 233–36. http://dx.doi.org/10.1007/s12525-009-0022-2.

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41

Wallner, Guenter. "Automatic generation of battle maps from replay data." Information Visualization 17, no. 3 (July 17, 2017): 239–56. http://dx.doi.org/10.1177/1473871617713338.

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With the advent of online gaming, access to in-game data has become increasingly important for players as it provides great opportunities for them to reflect and improve upon their gameplay or to compare their performance with others. Some of the currently most popular games focus on strategy and tactics, requiring players to skillfully position and maneuver units in order to achieve victory in battle. However, current visualizations for retrospective analysis of battles and that are targeted toward players are mainly limited to heatmaps and hence are not well suited for conveying the flow of battle. By contrast, military planners and historians alike have long used maps to provide a concise visual overview of troop movements. In this article, we are proposing an algorithm for automatically creating such battle maps from tracked in-game data. Several parameters allow to adjust the level-of-detail in the resulting maps. To demonstrate the practicality of our approach for post hoc analysis, we apply it to actual gameplay data obtained from a massively multiplayer online game and collected preliminary feedback among players of the game through an online survey.
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Thawonmas, Ruck. "Special Issue on Intelligence Techniques in Computer Games and Simulations." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 105. http://dx.doi.org/10.20965/jaciii.2008.p0105.

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This issue presents eight research papers focusing on different aspects of intelligence techniques and their applications in computer games and simulations. They are extended papers from those accepted and presented at the International Symposium on Intelligence Techniques in Computer Games and Simulations that was held in Shiga, Japan on March 1-2, 2007. The issue starts with a paper entitled gUsing Automatic Calibration with Microscopic Traffic Simulation,h which focuses on the use of a genetic algorithm for searching parameter spaces of a microscopic traffic simulation. The second paper, gOn-Line Fault Detection and Compensation of Hydraulic Driven Machines Using Modelling Techniques,h presents the use of modelling information for the fault detection of hydraulic driven machines as well as for the compensation of incipient faults. The third paper, gGeneration of Character Motion by Using Reactive Motion Capture System with Force Feedback,h focuses on animation making with reactive motion data generated from the interaction with force feedback and the virtual environment. The fourth paper, gModeling of Wood Aging Caused by Biological Deterioration,h looks into an application of an ant colony optimization algorithm to generation of wood aging patterns caused by biological deterioration. The next three papers are related to network games. The fifth paper, gIntelligent Synchronization for Mirrored Game Servers: A Real Case Study,h examines the effectiveness of an intelligent optimistic synchronization scheme for mirrored game server architectures in real multiplayer-online-game environment. The sixth paper, gI3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games,h presents a peer-to-peer (P2P) approach for minimizing the server bottleneck in online gaming and for increasing response and reliability. The seventh paper, gHaar Wavelets for Online-Game Player Classification with Dynamic Time Warping,h presents an application of Haar wavelet for reduction of online game players' action sequences used in player classification. Finally, the eighth paper, gDeveloping Natural Language Enabled Games in SCXML,h looks into the potential of SCXML for the game design and implementation. As the guest editor of this special issue, I would like to express my sincere gratitude to the authors in this issue for their hard job. Special thanks go to the anonymous referees for their assistance in the review process. Finally, I wish to thank JACIII staffs for their helps in coordinating the publication of the issue.
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Kim, Hye-Young, and Jinsul Kim. "A load balancing scheme for gaming server applying reinforcement learning in IoT." Computer Science and Information Systems 17, no. 3 (2020): 891–906. http://dx.doi.org/10.2298/csis190917026k.

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A lot of data generated on the game server causes overtime in IoT environment. Recently, both researchers and developers have developed great interests in load balancing schemes in gaming servers. The existing literature have proposed algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading in Internt of Things (IoT) environment. The dynamic load balancing algorithms have applied a technique of calculating the workload of the network and dynamically allocating the workload according to the network situation, taking into account the capacity of the servers. However, the various previous researches proposed are difficult to reflect the real world by imposing a lot of restrictions and assumptions on the IoT environment, and it is not enough to meet the wide range of service requirements for the IoT environment. Therefore, we proposed an agent that applies a deep reinforced learning method to distribute loads for gaming servers. The agent has accomplished this by measuring network loads and analyzing a large amount of user data. We specifically have chosen deep reinforcement learning because no labels would need to be obtained in advance and it enabled our agent to immediately make the right decisions to load balancing in IoT environment. We have showed several siginicicant functions of our proposed scheme and derived through mathematical analysis. Also, we have compared performances of our proposed scheme and a previus research, ProGreGA, widely used scheme through simulation.
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Bytheway, Julie. "In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games." International Journal of Computer-Assisted Language Learning and Teaching 4, no. 4 (October 2014): 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101.

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Millions of language learners use commercial off-the-shelf computer games as informal learning contexts. Massively multiplayer online role-playing games (MMORPGs) are rich meaningful vocabulary learning contexts with in-game cultures that encourage creativity, decrease anxiety, force interaction, demand cooperative and autonomous learning, increase motivation, and reward curiosity. This case-study of World of Warcraft® players examined how the in-game culture affected participants' use of vocabulary learning strategies. Using research processes inherent in Grounded Theory, rich data was collected from extant MMORPG texts and observations of, interviews with, and elicited texts from a criterion sample of six ESL experienced gamers. Through constant comparative analysis, patterns and strategies emerged. Gu's (2005) model of vocabulary learning strategies in contexts was adapted to suit digital game contexts. The results highlight the need to value how the MMORPG culture affects language learners' vocabulary learning strategies and argue for study into autonomous language learning in commercial off-the-shelf digital games.
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45

Carrión Candel, Elena, Mercedes Pérez Agustín, and Elena Giménez De Ory. "ICT and gamification experiences with CLIL methodology as innovative resources for the development of competencies in compulsory secondary education." Digital Education Review, no. 39 (June 30, 2021): 238–56. http://dx.doi.org/10.1344/der.2021.39.238-256.

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Due to the lack of research in the field of music through CLIL and ICT in Secondary Education in Spain, we propose to merge this subject with an innovative methodology. The general objective is to present a different approach to students in order to increase their motivation for the subject. The specific objectives are to teach music in English by integrating content, cognition and vocabulary through communication and the use of new technologies. This approach makes the design and implementation didactic, audiovisual and multimedia. Cuadernia: digital notebook composed of flash files, videos and audios, and gamification strategies. Quizziz: multiplayer questionnaire of class contents, based on teaching music through a cooperative methodology and gamification, are applied as options with a great educational projection, with information and innovative pedagogical experiences and potential to work together in the classroom with different levels of the subject. The results that follow the Likert scale reflect high student satisfaction with regard to teaching methodology, content acquisition, teacher training, ICT and resources. As a conclusion, of the coincident results between the professor and the students, we would like to implement it in the coming years.
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46

Cattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (November 14, 2020): 92. http://dx.doi.org/10.3390/computers9040092.

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The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology.
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47

Kordyaka, Bastian, Katharina Jahn, and Bjoern Niehaves. "Towards a unified theory of toxic behavior in video games." Internet Research 30, no. 4 (April 10, 2020): 1081–102. http://dx.doi.org/10.1108/intr-08-2019-0343.

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PurposeToxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhibition effect) to explain toxic behavior and propose a unified theory of toxic behavior.Design/methodology/approachIn total, 320 respondents participated in a questionnaire study. This study analyzes the data with covariance-based statistics (i.e. regression analysis and structural equation modelling), and the approach is twofold. First, the hypotheses of three theories are disjunctively tested. Second, a unified theory of toxic behavior is proposed.FindingsThe results of this study indicate that online disinhibition best explains toxic behavior, whereby toxic behavior victimization, attitude, and behavioral control also play an important role.Research limitations/implicationsThe findings of this study offer an opportunity to better understand a contemporary and especially meaningful form of negative behavior online.Practical implicationsTo maintain revenue and popularity, the computer game industry can use the findings of this study to prevent and better address toxic behavior and its negative consequences.Originality/valueToxic behavior among video game players is a relatively new and unexplored phenomenon; therefore, this study makes a valuable contribution to the research field by testing the explanatory power of three theoretical approaches and proposing a unified theory of toxic behavior.
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48

Takeda, K., S. J. Newman, J. Kenny, and M. Zyskowski. "Convergence: Commodity flight simulation and the future." Aeronautical Journal 112, no. 1136 (October 2008): 599–607. http://dx.doi.org/10.1017/s0001924000002566.

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Abstract The development of commodity flight simulation, in the form of PC game technology, continues to advance at a rapid pace. Indeed, the software industry is now being driven primarily by the requirements of gaming, digital media, and other entertainment applications. This has largely been due to the commoditisation of computer hardware, which is apparent when considering recent trends in central processing unit and graphics processor development. The flight simulation industry has benefited from this trend of hardware commoditisation, and will continue to do so for the foreseeable future. It is, however, yet to fully realise the potential for leveraging commodity-off-the-shelf (COTS) software. In this paper the opportunities presenting themselves for the next 25 years of flight simulation are discussed, as the aviation and games software industry’s requirements converge. A SWOT (strengths-weaknesses-opportunities-threats) analysis of the commodity flight simulation software industry is presented, including flight modelling, scenery generation, multiplayer technology, artificial intelligence, mission planning, and event handling. Issues such as data portability, economics, licensing, intellectual-property, interoperability, developer extensibility, robustness, qualification, and maintainability are addressed. Microsoft Flight Simulator is used as a case study of how commodity flight simulation has been extended to include extensive programmatic access to its core engine. Examples are given on how the base platform of this application can be extended by third-party developers and the power this extensibility model provides to the industry. This paper is presented to highlight particular technology trends in the commodity flight simulation industry, the fidelity that commodity flight simulations can provide, and to provide a high-level overview of the strengths and weaknesses thereof.
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49

Hayashi, Nahoko, and Toshio Yamagishi. "Selective Play: Choosing Partners in an Uncertain World." Personality and Social Psychology Review 2, no. 4 (November 1998): 276–89. http://dx.doi.org/10.1207/s15327957pspr0204_4.

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The theoretical implications of introducing the “selective play” paradigm to experimental gaming research are discussed. In the traditional “forced play” environment, players are locked in a particular relationship and do not have options of leaving the current relationship and joining another. In the selective play environment players are given the options of leaving the current relationship andforming a new relationship. A previous computer tournament of prisoner's dilemma network (Hayashi, 1993) showed that out-for-tat (OFT) strategy performed very well in the selective play environment. OFT keeps cooperating with a partner until the partner defects; it deserts the partner and turns to someone else as soon as the partner defects. Results of a new computer tournament that introduced opportunity costs, however, point to the limits of the OFT's strength. OFT prematurely forms a commitment relationship with a cooperative partner and fails to utilize better opportunities. The best performer in the second tournament was the only one who was “trustful” and had a positive bias in calculating the expected payoff of interactions with a “stranger.”
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50

Salam, Abdus, Anwar Hossain, and Shahidur Rahman. "The Effect of using Teams Games Tournaments (TGT) Cooperative Technique for Learning Mathematics in secondary schools of Bangladesh." Journal of Research in Mathematics Education 4, no. 3 (October 24, 2015): 271. http://dx.doi.org/10.17583/redimat.2015.1519.

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<p align="center"><strong>Abstract</strong></p><p> </p><p>Games-based learning has captured the interest of educationalists and industrialists who seek to reveal the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies context of gaming and education in third world countries. This study investigated the effects of game playing on performance and attitudes of students towards mathematics of Grade VIII. The study was undergone by implementing TGT technique for the experimental group and typical lecture-based approach for the control group. A same achievement test was employed as in both pretest and posttest, an inventory of attitudes towards mathematics were applied for the pretest and posttest on TGT experimental and control group, an attitude scale on computer games was employed for the TGT experimental group, a semi-structured interview for teacher and an FGD guideline for students were applied to serving the purpose of research objectives. After three-weeks of intervention, it had been found out that TGT experimental group students had achieved a significant learning outcome than lecture based control group students. Attitude towards mathematics were differed to a certain positive extent on TGT experimental group. On the basis of findings of this study, some recommendations were made to overcome the barriers of integrating web-based game playing in a classroom.</p>
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