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1

Straznickas, Gracie Lu. "Not Just a Slice: Animal Crossing and a Life Ongoing." Animal Crossing Special Issue 13, no. 22 (February 16, 2021): 72–88. http://dx.doi.org/10.7202/1075264ar.

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This paper defines and examines a genre of videogames I call slice of life and reflects upon the use and appeal of the genre for different audiences. I develop an account of the slice of life genre by defining three critical traits: the mundane activities comprising most of the game time, the normativity of social interactions within the world, and the ongoingness of the game world in the absence of the player. Utilizing a journal and experience-based methodology, I present my own experience with chronic pain and pain management to assess how Animal Crossing: New Leaf, a game that falls into this slice of life category, was useful to me as a disabled player. My analysis not only reveals a connection between my experience in Animal Crossing: New Leaf and pain management, but also offers insight into how the slice of life genre involves different metagames for different audiences. Future work may address more case studies in further development of the slice of life genre as well as how it impacts different audiences.
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Scully-Blaker, Rainforest. "Buying Time: Capitalist Temporalities in Animal Crossing: Pocket Camp." Loading 12, no. 20 (November 20, 2019): 90–106. http://dx.doi.org/10.7202/1065899ar.

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In November 2017, Nintendo released Animal Crossing: Pocket Camp (Nintendo 2017) for iOS and Android devices. At first blush, the game is much like previous instalments in the series. The player character finds themselves as a new denizen of a rural space populated by sentient animals that all have wants and offer rewards for those that satisfy those wants. However, the conversion of Animal Crossing from console game to mobile game was not without its major changes. A free-to-play game par excellence, Pocket Camp introduces Leaf Tokens, a separate currency from bells which can be bought with real money. Leaf Tokens can be used to buy certain in-game objects but, for the most part, are used to eliminate instances of waiting in the game, which stands in direct opposition to the series’ apparent valorization of slower, simpler living. Through a discussion of this translation of Animal Crossing’s mechanics and values into the mobile game genre, Pocket Camp is shown to gamify the capitalist monetization of time. In the face of this reality, the paper concludes examining the role of the player as a critical actor within this system and suggests that, far from being a passive victim of the game’s capitalist logics, one might engage with the game in subversive ways that articulate a virtual refusal of virtual labour and an instance of what the author has taken to calling radical slowness.
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Hansen, Jared. "An Abundance of Fruit Trees." Animal Crossing Special Issue 13, no. 22 (February 16, 2021): 23–38. http://dx.doi.org/10.7202/1075261ar.

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The game series of Animal Crossing is founded on materialism and consumerism, and its mechanics emphasize the economic principles of production, trade, and consumption. And as a social simulator, its gameplay focuses on inventory management, with items and artifacts as rewards for behaviors. Players are urged to customize their town and avatar, by buying and selling clothing, accessories, furniture, and other items. The method of garbology concludes that trash is a valuable resource in revealing the attitudes and motivations of a culture. This article uses garbology to examine the trash left behind by players in ten random towns of Animal Crossing: New Leaf to create a taxonomy of what players valued and disposed of. This study found patterns of production (non-native and “perfect” fruit trees) to maximize monetary gains, and signs of customization through consumption (such as creating a gothic-themed town). The author concludes based on the findings that players of New Leaf are engaged in a culture of economy and thrift, as opposed to conspicuous consumption, per Rathje’s (1984) hypothesis of garbage.
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Cesar, Miguel. "Fear Thy Neighbour: Socialisation and Isolation in Animal Crossing." Animal Crossing Special Issue 13, no. 22 (February 16, 2021): 89–108. http://dx.doi.org/10.7202/1075265ar.

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In the last three decades Japan has experienced a steady process of social disconnection, the vanishing of interpersonal links, and the decline of the making of new bonds. As an increasingly popular saying, Japan has been labelled as a “muen shakai”, a relationless society. Then, while some neoliberal discourses have praised the disappearance of social relationships lionising individualism and self-responsibility, other voices have advocated for the active participation in the making of new communities. This article argues that,Animal Crossing has engaged this debate, exploring the complexities of the process of socialisation, interpersonal relationships, and the making of communitarian bonds. The article further argues that Animal Crossing: New Leaf proposes a socialisation simulation that presents such process as an uncontrollable, unpredictable, and demanding endeavour. To support this argument, the article examines Animal Crossing: New Leaf’s main mechanics focusing on its affective design, and how it modulates players’ attention through manipulating their agency over the game.
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Mbhele, Zoliswa, Godfrey E. Zharare, Clemence Zimudzi, and Nontuthuko R. Ntuli. "Morphological Variation of Strychnos spinosa Lam. Morphotypes: A Case Study at Bonamanzi Game Reserve, KwaZulu-Natal, South Africa." Diversity 14, no. 12 (December 9, 2022): 1094. http://dx.doi.org/10.3390/d14121094.

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Strychnos spinosa Lam. of the Loganiaceae family is associated with versatility, poverty eradication, and rural economic development. However, the morphological diversity of S. spinosa is not well documented. This limits efforts toward its improvement and commercial exploitation. This study aimed to characterize the variability, vegetative and reproductive traits, and heritability of S. spinosa morphotypes at Bonamanzi Game Reserve. The majority of the morphotypes had green, rough, round immature fruits with dark green, elongated, open fully developed leaves. Fruits varied between roundish and pyriform shape as well as green and purple colour. Positive correlation was mainly seen between fruit and seed traits. Principal component analysis indicated fruit and seed traits as major discriminating factors for morphotypes, followed by leaf size and seed thickness. A dendrogram primarily grouped morphotypes according to fruit texture. Genotypic variance and genotypic coefficient of variation were higher than environmental variance and environmental coefficient variation in reproductive traits of S. spinosa. A rough pericarp texture and purple tinge on the immature leaves of some morphotypes was recorded for the first time. Differences in morphological features across S. spinosa morphotypes indicate a high level of diversity that could be utilized by breeders to generate new cultivars. This first report on variability and heritability among S. spinosa morphotypes forms the basis of available germplasm essential for future breeding programs.
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Prebble, Matthew, Atholl J. Anderson, Paul Augustinus, Joshua Emmitt, Stewart J. Fallon, Louise L. Furey, Simon J. Holdaway, et al. "Early tropical crop production in marginal subtropical and temperate Polynesia." Proceedings of the National Academy of Sciences 116, no. 18 (April 8, 2019): 8824–33. http://dx.doi.org/10.1073/pnas.1821732116.

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Polynesians introduced the tropical crop taro (Colocasia esculenta) to temperate New Zealand after 1280 CE, but evidence for its cultivation is limited. This contrasts with the abundant evidence for big game hunting, raising longstanding questions of the initial economic and ecological importance of crop production. Here we compare fossil data from wetland sedimentary deposits indicative of taro and leaf vegetable (includingSonchusandRorippaspp.) cultivation from Ahuahu, a northern New Zealand offshore island, with Raivavae and Rapa, both subtropical islands in French Polynesia. Preservation of taro pollen on all islands between 1300 CE and 1550 CE indicates perennial cultivation over multiple growing seasons, as plants rarely flower when frequently harvested. The pollen cooccurs with previously undetected fossil remains of extinct trees, as well as many weeds and commensal invertebrates common to tropical Polynesian gardens. Sedimentary charcoal and charred plant remains show that fire use rapidly reduced forest cover, particularly on Ahuahu. Fires were less frequent by 1500 CE on all islands as forest cover diminished, and short-lived plants increased, indicating higher-intensity production. The northern offshore islands of New Zealand were likely preferred sites for early gardens where taro production was briefly attempted, before being supplanted by sweet potato (Ipomoea batatas), a more temperate climate-adapted crop, which was later established in large-scale cultivation systems on the mainland after 1500 CE.
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Warrich, Haseeb Ur Rehman, Muhammad Rehman, and Sahrish Jamil. "World Domination Games and its Impact on the 21st Century." Global Mass Communication Review II, no. 1 (December 30, 2017): 44–56. http://dx.doi.org/10.31703/gmcr.2017(ii-i).03.

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No other element impacted the historical conditions of the preceding 100 years to such an extent as the war to secure and control the world's reserves of petroleum. Sustainable economic growth after 1873, that discouraged British Empire, arose mechanical economies in Europe. Central Asia remained the object of rivalries and machination by the giant countries of the Europe. World Domination Games started from Pillage Games that lead towards many “Games” such as Great Game, New Great Game, Game Changer and New Game Changer. All prefect countries desire to have a control over the world for the last two centuries. Their efforts turn into numerous clashes and clashes led towards wars. In the twentieth century wars transformed not only their names but also their genetics that has profound impact on the 21st Century. This laid foundation of the emerging new superpowers in every century.
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Roepke, Rene, Vincent Drury, Ulrike Meyer, and Ulrik Schroeder. "Exploring and Evaluating Different Game Mechanics for Anti-Phishing Learning Games." International Journal of Serious Games 9, no. 3 (September 9, 2022): 23–41. http://dx.doi.org/10.17083/ijsg.v9i3.501.

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Anti-phishing learning games are a promising approach to teach end-users about phishing, as they offer a scalable and engaging environment for active learning. Existing games have been criticized for their limited game mechanics that do not allow for detailed assessment of the players' acquired knowledge, instead focusing mostly on factual and conceptual knowledge to remember or understand. To extend the research field, this paper presents the design and evaluation of two new anti-phishing learning games: The first game implements an extended classification mechanic to better assess the player's decision process, while the second game implements a different game mechanic, which requires players to combine URL parts to construct their own phishing URLs. We compare the games with each other and with a baseline implementation that uses binary decisions similar to existing games in a user study with 133 participants. The study shows, that while all three games lead to performance increases, none of the new games offer significant improvements over the baseline. Furthermore, results of a longitudinal test three months after playing the games show that knowledge can be retained as participants still perform significantly better than before playing either one of the games.
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Tăucean, Ilie, Matei Tămășilă, Larisa Ivascu, Șerban Miclea, and Mircea Negruț. "Integrating Sustainability and Lean: SLIM Method and Enterprise Game Proposed." Sustainability 11, no. 7 (April 9, 2019): 2103. http://dx.doi.org/10.3390/su11072103.

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Sustainability and leanness are organizational approach concepts for more efficient activities and increased competitiveness. This paper presents a study and an application of the concepts of sustainability and lean, with the purpose to capitalize on the benefits of the two concepts’ tools when used together in an industry and education activity. A literature review was carried out to evaluate qualitatively and empirically the concepts of sustainability, lean, and enterprise games, and the possibility to integrate the first two concepts into a new tool applied into an enterprise game. An online survey was done to identify which tools are used within companies in the region, how and what training methods they used, and what the reported benefits are. The survey results were used to design a new tool integrated in a new enterprise game (SLIM) developed by the authors. The game was tested and validated in educational laboratory with students and actual employees from companies. The game follows the frame of an enterprise game, considering the simulation of enterprise classical functions. The game’s purpose is to improve the activity in successive rounds. A scorecard is used to fill in and compute the key performance indicators (KPIs), and a new indicator is proposed (SLIMx). Applications of the instrument/game include: students’ training in an educational laboratory; lifelong learning; professional training in companies; and professional perfection/reconversion of potential employees and the unemployed. The SLIM game was simulated in a team of 15 players over three rounds, with teachers playing the role of the supervisor. A number of possible improvements have been identified. The next step is testing it in enterprises with various fields of activity. SLIM has proven to be an effective solution to improve organizational efficiency and motivate players to gain new knowledge.
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10

Alidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.

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The paper analyses video games in the context of new media and considers their artistic potential from the perspective of Game Studies. Using to Be or Not to Be, an adaptation of Shakespeare's Hamlet as an example, the paper presents a theoretical examination of the game's structural, textual and narrative features and ludic elements, so as to elucidate the principles of adaptation and transformation of a literary text into a new digital form, as well as the advantages and the disadvantages of such processes. Trust in the narrative, along with adequate game mechanics and the player's perception have proven to be crucial for accomplishing intention of the game. At the same time, the analysis serves as a basis for interpretive framework that would lead to affirming the aesthetic potential of video games and thus give rise to uncovering the artistic potential of other algorithmic structures.
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Merilampi, Sari, Andrew Sirkka, Mirka Leino, Antti Koivisto, and Enda Finn. "Cognitive mobile games for memory impaired older adults." Journal of Assistive Technologies 8, no. 4 (December 9, 2014): 207–23. http://dx.doi.org/10.1108/jat-12-2013-0033.

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Purpose – Cognitive self-rehabilitation lacks updated means and tools. The purpose of this paper is to evaluate the effect of cognitively simulating mobile games on the cognitive skills and recreation of older people with memory impairment. Design/methodology/approach – Mobile games that require cognitive skills were developed. The games were tested by memory-impaired older adults, average age of 90. Gaming interventions took place for three months on a daily basis. Game outcomes were automatically recorded and user feedback was collected by interviews. The progress of the testees was also evaluated by means of Trial Making Test A. Findings – Improvement in game scores was found. Other significant effects of game play were enhanced recreation and self-managed activity level. Game play did not have any effect on the traditional Trail Making Test results but the results of the Trail Making game showed improvement. The Trail Making game also showed a large variance in daily scores, which implies that performing just a single Trail Making Test might lead to misreading a person's condition. Research limitations/implications – The results are an encouragement for conducting further testing (on a larger test group, over a longer time) and continuing with game development for cognitively impaired older adults. A similar game trial will also be arranged for a younger population with better overall health condition. Practical implications – New business opportunities are also possible in game development and gaming services. Social implications – Games have the potential for self-rehabilitation and to support extending independent living at home. Originality/value – The paper provides a synopsis of novel cognitive recreation tools, an analysis of their effect and user feedback from professional staff as well as potential new ideas for game developers.
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Putra, Ricky Widyananda. "Virtual Aesthetic on Dreadeye VR Game." RSF Conference Series: Business, Management and Social Sciences 1, no. 6 (December 20, 2021): 24–28. http://dx.doi.org/10.31098/bmss.v1i6.464.

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Indonesia is very rich in myths that exist in society, the wealth of myths found in the archipelago is illustrated by the many community stories that are still found today. One example is the myth about Indonesian ghosts and their various frightening forms. Fear arises from human ignorance of something and develops into a wild fantasy in humans, until finally it can be accepted by human logic. This can be seen from the many kinds of entertainment media that take the theme of horror, one of the media currently used is video games. One of the games from Indonesia that has developed this virtual aesthetic using 3D visualization technology is the game studio Digital Happiness from Bandung, with the game title Dreadeye VR. This game is a Virtual reality game where to play it requires a VR device. With the concept of Virtual reality, this game provides deeper interactivity for users to explore real spaces in the virtual world. Virtual reality brings a new experience for users to continue to enjoy objects in the game, even if they do not make direct contact. This can lead to being carried away to bring new meaning to each individual. So, the problem of this research is, how the Dreadeye VR game presents virtual aesthetics for the players and the purpose of this research is to find out the factors of the formation of virtual aesthetics in the Dreadeye VR game. The methodology of this research is qualitative, while the approach and theory used is MDA (Mechanic, Dynamic, Aesthetic), the MDA approach describes each interrelated component such as mechanics, dynamics, and aesthetics. Mechanics explain programming and game rules, dynamics describe interactive games and playing experiences, aesthetics describe the sensations felt when interacting with games.
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Fordham, Joseph, and Christopher Ball. "Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade." JMIR Mental Health 6, no. 4 (April 18, 2019): e12432. http://dx.doi.org/10.2196/12432.

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Background Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.
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Mitgutsch, Konstantin. "Passionate Digital Play-Based Learning. (Re)Learning in computer games like Shadow of the Colossus." Eludamos: Journal for Computer Game Culture 3, no. 1 (February 26, 2009): 9–22. http://dx.doi.org/10.7557/23.5991.

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Abstract: In the last decades the potentials for teaching and learning based on computer games have increasingly become a focus in scientific research and the computer industry. It is argued that computer games are a valuable tool to enrich learning. While in traditional educational institutions the enhancement of motivation for learning something was often reduced to a pressure to perform for someone, games are said to lead to a more learner-centred teaching. However the “great expectations” were not fulfilled: The reasonable symbiosis of meaningful content and an engaging environment transformed through digital media stayed beyond its instructional expectations. Especially the dimension of passion as a circular and non-linear process of relearning and learning anew was overlooked in a majority of theories, concepts and designs of games. In this understanding the passionate dimension of learning refers to a kind of learning, where the learners’ expectations disprove and he explores resistive experienced. The paper outlines how a unique game such as "Shadow of the Colossus" can open up a new horizon of experiences that lead to a passionate dimension of learning by playing digital games. By stressing a theoretical learning perspective on the process of experience within the game "Shadow of the Colossus", a new understanding of learning based on playing games will be given. Therefore the paper will give insight into the concept of learning by passion and Digital Play-Based Learning and show a new dimension for twenty-first century learning games.
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Egri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (November 13, 2020): 37. http://dx.doi.org/10.3390/philosophies5040037.

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The game of Go was the last great challenge for artificial intelligence in abstract board games. AlphaGo was the first system to reach supremacy, and subsequent implementations further improved the state of the art. As in chess, the fall of the human world champion did not lead to the end of the game. Now, we have renewed interest in the game due to new questions that emerged in this development. How far are we from perfect play? Can humans catch up? How compressible is Go knowledge? What is the computational complexity of a perfect player? How much energy is really needed to play the game optimally? Here, we investigate these and related questions with respect to the special properties of Go (meaningful draws and extreme combinatorial complexity). Since traditional board games have an important role in human culture, our analysis is relevant in a broader context. What happens in the game world could forecast our relationship with AI entities, their explainability, and usefulness.
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Deif, Ahmed. "Insights on lean gamification for higher education." International Journal of Lean Six Sigma 8, no. 3 (August 7, 2017): 359–76. http://dx.doi.org/10.1108/ijlss-04-2016-0017.

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Purpose There is no argument that using games (gamification) is an efficient way of learning in higher education. The questions, though, are which gamification approach is most suitable at that level and how to assess its suitability? This paper aims to attempt to partially answer these two questions, in the context of lean thinking education. Design/methodology/approach The paper offers an assessment criteria to investigate the impact of lean gamification based on the evaluation of motivational, cognitive and social processing during games. In addition, a study is conducted among selected games using these assessment criteria. The study included statistical as well as comparative analysis. The study was based on a sample of undergraduate students learning various lean thinking concepts through physical games over the course of six months. Findings Results showed different interaction levels between the three evaluation criteria depending on the type and design of the lean game. The reported scores and analysis drew various lessons on how to use gamification in the context of lean teaching, outlined some best practices in lean games design and suggested recommendations in mapping lean games from industrial domain to higher education domain. Research limitations/implications The scope of this research was bounded by the sample size of students as well as the selected nine lean thinking games. Larger pool of students as well as other lean thinking games can offer further insights and confirm the outlined ones. Practical implications The presented work will help lean thinking educators in higher education to better understand the student dynamics associated with engaging them in this type pf pedagogical approach. It will help guiding lean thinking games’ designer on how to better cater for this segment of lean thinking learners. Finally, it will aid in promoting lean gamification as an effective learning tool. Social implications The social impact is achieved through enhancing lean thinking education to a wide number of students. This will positively impact the society through the application of the effective lean tools at different stages, levels and places in these students’ life experiences. Originality/value This study offers one of the very few applications in gamification assessment in the context of lean thinking. Furthermore, it integrates the social processing criterion for the first time with the classical two other criteria (motivation and cognitive) used in games education assessment. Finally, it offers new insights for lean thinking game designers for higher education learners.
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Marco, Alan P. "Game Theoretic Approaches to Operating Room Management." American Surgeon 68, no. 5 (May 2002): 454–62. http://dx.doi.org/10.1177/000313480206800512.

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All interactions between people can be considered games with rules and outcomes. However, modern business practices demand that the players in the game go beyond traditional game theory and look at new ways to improve the outcome of the game. Choosing the right strategy is important to a player's success. A new business strategy, “co-opetition,” can be used to increase the value of the game (“create a bigger pie”) through cooperative behavior, whereas competition is used to divided the “pie.” By looking at how the players adopt simultaneous roles such as complementor and competitor the stakeholders in the operating room (managers, surgeons, anesthesiologists, and nursing staff) can apply the principles of co-opetition to improve the overall success of their facility. Such stakeholders can utilize knowledge of how populations act in games to enhance cooperative play. Adopting such a perspective may lead to increases in the satisfaction and morale of those involved with the operating rooms. Increased morale should increase productivity and staff retention and reduce recruiting needs.
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Hartati, Hartati, Nining Widyah Kusnanik, Bayu Hardiyono, and Yongki Yardinal. "Basic Locomotor Learning Model: New Approach Using Small Games Competition in Elementary School." Physical Education Theory and Methodology 22, no. 4 (December 23, 2022): 537–43. http://dx.doi.org/10.17309/tmfv.2022.4.12.

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Study purpose. Physical education, sports and health for elementary school students are oriented to learning locomotor movements, so learning these skills requires fun activities, such as games. This research aims to develop a basic locomotor learning model based on a small game competition for elementary school students. Materials and methods. This study used a research and development approach using ADDIE model. This research was carried out in three elementary schools, namely: Elementary school 22 Gelumbang, Elementary school 11 Gelumbang and Elementary school 2 Lembak. Data were collected using observation, interview, questionnaire, and test. The questionnaire instrument used in this study was the Guttman scale questionnaire because of using the Guttman scale. Expert judgments were used to analyze the product. Results. The model can be applied in all elementary schools in the territory of Indonesia because product development has referred to competencies and learning outcomes in the 2013 curriculum. There are four types of games that have been developed for learning locomotor skills, namely 1) jump rope game, 2) watch out for crocodiles, 3) continuous running game, and 4) box jump game. Each game has different locomotor skill movements, including walk, run, slide, leap, gallop, skip, jump, and hop. Based on the effectiveness aspect, the results of the product trial show that the ‘wary crocodile game’ is a game that is in great demand and favored by students. Conclusions. The locomotor skills learning model for elementary school students based on small game competitions has been feasible and effective for use in sports and health physical education classes. This model can also be applied in all elementary schools in the territory of Indonesia because product development has referred to competencies and learning outcomes in the 2013 curriculum.
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Herrera, Rodrigo F., M. Amalia Sanz, Laura Montalbán-Domingo, Tatiana García-Segura, and Eugenio Pellicer. "Impact of Game-Based Learning on Understanding Lean Construction Principles." Sustainability 11, no. 19 (September 26, 2019): 5294. http://dx.doi.org/10.3390/su11195294.

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Lean philosophy introduces a new approach for maximizing value while minimizing waste, facilitating sustainable practices at the same time. Companies have become aware of these improvements and are demanding students well formed in Lean concepts. However, to meet this demand, universities must adapt their curricula to include courses that use alternative teaching methods to connect to real contexts. This paper seeks to analyze the benefits of lecture- and game-based learning for developing students’ understanding of Lean Construction Principles. A case study is carried out in the “Lean Construction” course of the Master of Planning and Management in Civil Engineering of the Universitat Politècnica de València. A combination of a traditional lecture and three simple games is applied. Descriptive statistics, the Mann–Whitney U-test, and the Wilcoxon test are performed to analyze the impact of each activity on the understanding of each Lean Construction Principle. Results highlight the importance of combining the lecture class with multiple games to effectively impart knowledge about Lean principles and their application in the construction industry. In addition, they emphasize the importance of selecting the game according to the Lean principle to be taught.
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Ren Hsu, Der. "CULTURAL CREATIVE AR GAME AND SIDE EFFECTS EVALUATION." INTERNATIONAL JOURNAL OF MANAGEMENT & INFORMATION TECHNOLOGY 11, no. 5 (December 30, 2016): 3022–26. http://dx.doi.org/10.24297/ijmit.v11i5.4683.

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In cultural creative industry, mobile games are one of the most increasing markets. Pokemon Go, as an Augmented reality (AR) in mobile games, may lead to both video game and physical activity, but it also inevitably triggers a certain degree of side effects. Unfortunately, there is little objective, scientific research focused on evaluating the risks of side effects that result from information exchange among mobile devices. In this study, the Grey Relational Analysis (GRA) is employed to identify and evaluate the risks of Pokemon Go. This research finds “Walking or car accident”, “Disturbing sacred location”, and “Trespassing” are the top three side effects. Cultural creative game is a new inevitable business trend, it is an unavoidable responsibility to our society to govern and constitute a legal environment for those AR game players.
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Camarero, Carmen, Rebeca San José, Nadia Jiménez, and Sonia San-Martín. "The Effect of Use, Overuse, and Appeal of Mobile Game App on Add-Ons Purchases and Players Recruitment." Journal of Organizational and End User Computing 33, no. 2 (July 2021): 59–84. http://dx.doi.org/10.4018/joeuc.20210301.oa4.

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Even though the mobile games industry has grown substantially over the last few years, one permanent challenge which remains is to monetize it and to continue reaching new players. Current players contribute to this aim by purchasing mobile game accessories and by recruiting players. The current work analyses how the present use of the game and its appeal contribute to these behaviors. Results with information obtained from a sample of app gamers show that using a game app can have positive effects on recruitment, a notion reinforced when the level of performance rises, while overuse of the game app may lead to a feeling of addiction or shame that reduces new player recruitment. In addition, the game's perceived appeal (experiential value, procedural justice, and prestige) are also related with investing in new products and with recruitment.
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Buzady, Zoltan. "Flow, leadership and serious games – a pedagogical perspective." World Journal of Science, Technology and Sustainable Development 14, no. 2/3 (April 6, 2017): 204–17. http://dx.doi.org/10.1108/wjstsd-05-2016-0035.

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Purpose The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming. The author presents an innovative simulation game designed to teach and train how to manage and lead people based on the principles of “flow-based leadership.” Design/methodology/approach This paper briefly describes the flow theory; it relates to leadership theory and why it is increasingly applied in the context of serious games. Then an extensive review and presentation of the features of an innovative serious gaming solution is presented to demonstrate that simulations are a fruitful area into which positive psychology and leadership science are being extended now. Findings Despite the growing market segment and various areas of training applications of serious games, very few games have been developed for leadership development. A detailed report presented the conceptual and practical aspects of such a new serious game. Research limitations/implications The author’s contribution did not focus on testing a particular framework nor did it aim at exposing new numeric data findings. Instead, the author presented an in-depth case study as an inspiration for future, similar developments. Also, research questions for future analysis of data collected during the leadership development game were outlined. Practical implications Readers were informed about a new, innovative serious game application, which is successfully used for leadership development, and in particular to teach the practice of flow-based management concepts. Social implications Flow is a concept applied in many fields of life such as sports, music, arts, recreation and work-life. The positive benefits of happiness, creativity, outstanding performance and joy can lead to a fulfilling life which is a paramount value, across all cultures globally. This leadership development game can be applied in other countries and cultures. As a result, the quality of leadership across various cultures can be improved. Researchers are invited to join the outlined new research network and program. Originality/value Flow theory is probably the best known concept of positive psychology across related scientific domains such as management, arts, sports, education and spirituality. Professor Csikszentmihalyi – a global figure head – laid the scholarly foundations decades ago, but now the concept is constantly evolving and being adopted into new and changing environments. This necessitates a review – such as this contribution – where the theoretical elements also apply in the new areas of application.
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Cook, Christine L. "Between a Troll and a Hard Place: The Demand Framework’s Answer to One of Gaming’s Biggest Problems." Media and Communication 7, no. 4 (December 20, 2019): 176–85. http://dx.doi.org/10.17645/mac.v7i4.2347.

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The demand framework is commonly used by game scholars to develop new and innovative ways to improve the gaming experience. However, the present article aims to expand this framework and apply it to problematic gaming, also known as trolling. Although still a relatively new field, research into trolling has exploded within the past ten years. However, the vast majority of these studies are descriptive in nature. The present article marries theory and trolling research by closely examining interdisciplinary empirical evidence from a single platform—video games—and applying the various forms of demands to propose a testable, dual-route model of trolling behaviour. Within the video game context, I argue the presence of two primary causal mechanisms that can lead to trolling: 1) Demand imbalance between players and the game; and 2) demand imbalance between players. The article discusses how these two types of imbalance can lead to trolling, which kinds of demands can be imbalanced, and how future researchers can use the demand framework to expand our understanding of trolling.
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Distefano, Tiziano, and Simone D’Alessandro. "A new two-nested-game approach: linking micro- and macro-scales in international environmental agreements." International Environmental Agreements: Politics, Law and Economics 21, no. 3 (February 19, 2021): 493–516. http://dx.doi.org/10.1007/s10784-021-09526-7.

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Abstract This study investigates the effectiveness of international environmental agreements (IEAs) and how it might be affected by the development of pro-environmental behaviour among households and firms. We propose a new framework based on a two-nested-game approach composed by: (1) a one-shot game with two asymmetric countries that negotiate the international abatement target, and (2) an evolutionary game which describes the economic structure resulting from agents’ interactions. These two games are nested because the initial economic structure determines the welfare of each country, and thus the outcome of Game 1 which, in turn, is embedded in Game 2, modifies the agents’ pay-off and the economic structure thereof. Numerical simulation outcomes suggest three key messages. First, we find that global solutions do not automatically produce the expected effects irrespective of any free-riding assumption. Second, extreme climate risks might not lead to a high abatement target in the event of marked cross-country inequality. Third, adverse consumers’ environmental attitudes might hamper the success of an IEA. The above observations entail that governments should not simply impose environmental laws. Rather, top-down policies and bottom-up interventions should be coordinated; otherwise, they might fail if undertaken in isolation. Graphic abstract
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Hilbig, Benjamin E., Pascal J. Kieslich, Felix Henninger, Isabel Thielmann, and Ingo Zettler. "Lead Us (Not) into Temptation: Testing the Motivational Mechanisms Linking Honesty–Humility to Cooperation." European Journal of Personality 32, no. 2 (March 2018): 116–27. http://dx.doi.org/10.1002/per.2149.

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Over the past decades, there has been considerable interest in individual differences in cooperative behaviour and how these can be explained. Whereas the Honesty–Humility dimension from the HEXACO model of personality has been identified as a consistent predictor of cooperation, the underlying motivational mechanisms of this association have remained unclear—especially given the confound between the temptation to exploit others and the fear of being exploited as motivational drivers of defection in social dilemmas. In a reanalysis and a new experiment, we tease apart these mechanisms by manipulating the rank order of pay–offs in a symmetric two–person game paradigm, essentially implementing the classic prisoner's dilemma, stag hunt, and chicken games. Results revealed that Honesty–Humility predicted cooperation specifically in the games in which temptation was a potential motivator of defection, whereas it did not account for cooperation in those games in which only fear implied defection. Our findings thereby shed light on the underlying motivational mechanisms of the Honesty–Humility–cooperation link and, more generally, demonstrate how economic games can be used to disentangle such mechanisms. Copyright © 2018 European Association of Personality Psychology
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De Rosa, Francesca, and Alessandro De Gloria. "Design methodology of analytical games for knowledge acquisition." International Journal of Serious Games 8, no. 4 (December 1, 2021): 3–23. http://dx.doi.org/10.17083/ijsg.v8i4.456.

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Analytical games explore a problem or a domain with a research purpose. Considerable research is ongoing to investigate improvements to analytical game design, execution and exploitation. Moreover, the fast-paced technological developments in many fields, such as artificial intelligence and virtual reality, make it even more compellingto account for the advantages and limitations of these new capabilities. In game design, the use of digital means is often regarded as a mere technical factor that relates to the platform selection, facilitator support and data recording processes. In this work a shift in perspective is proposed, to move from technology-oriented design selection criteria towards a broader assessment of the design choices. In fact, the introductionof technology (i.e., automation and autonomy) will not lead to a substitution of tasks, but will intrinsically change the game environment. This work introduces a framework to provide a structured guidance on the aspects to be factored in the different design phases of an analytical game, including the potential impact of the adoption of automation and autonomy. The proposed approach is based on previous research in the fieldof simulation-based serious gaming, model-driven engineering and human factors engineering. The framework is applied to Knowledge Acquisition Analytical Games as a case study.
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Ivens, Sven, Gerlinde Wiese, Klaus Dittert, Oliver Mußhoff, and Monika Oberle. "Bringing Policy Decisions to the People—Education for Sustainable Development through a Digital Simulation Game." Sustainability 12, no. 20 (October 21, 2020): 8743. http://dx.doi.org/10.3390/su12208743.

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After repeated warnings by the European Commission regarding high nitrate concentrations in German waters, in 2017, Germany implemented a new fertilizer application ordinance (FO) with stricter nitrate value limits. The new regulations have severely affected agricultural regions in Germany and could lead to a high number of job losses if farmers must conform to the new regulations and do not implement new production methods. Therefore, a simulation game was developed to educate farmers and residents about the new FO and to facilitate adaptation to the new environmentally friendly legislation. The aims of the newly developed simulation game are to educate residents and farmers in affected regions about the new FO and to develop new ideas on how to comply with the new regulations. The aims of the present study are, first, to research participants’ evaluation of the simulation game and, second, to assess the effect of the simulation game on subjective knowledge, internal efficacy, and attitude towards the new FO. This pre- and post-comparison design study was based on pre-test and post-test with participants in two games (N = 90). The results were analyzed using descriptive statistics, multiple regression analyses, qualitative content analysis, and mean value comparisons. The simulation game had a positive effect on participants’ subjective knowledge (Cohen’s d 0.65) and internal efficacy (Cohen’s d 0.36), but it did not have an effect on their attitudes toward the new FO, and it was shown to slightly lower their interest in agriculture politics (Cohen’s d −0.33). The participants reported that the game made them more aware of both the difficulty and necessity of finding compromises in the field of agriculture politics. Overall, the simulation was rated very positively and was perceived as interesting and informative by the participants.
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Mambu, Joe Yuan, and Audrey H. Siar. "VRSurvival Runner: Aplikasi Exergaming Survival berbasis Virtual Reality." Jurnal Sisfokom (Sistem Informasi dan Komputer) 9, no. 3 (November 24, 2020): 427–34. http://dx.doi.org/10.32736/sisfokom.v9i3.985.

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Exercising is not something that many people enjoy, and often a burden. In Indonesia, the prevalence of overweight and obesity is on a steady rise since 2013. One of the cause of these trend is the sedentary lifestyle. Lack of physical activities in this lifestyle has lead to poor cardiorespiratory fitness which proven to increase mortality rate. The purpose of this research is to create android game based on virtual reality and with the genre of exergaming. This research aims to create a new and variative ways to exercise without going out of your home dan to create a new atmosphere of exercising that is fun because of the survival horror genres. This research is using prototyping models and using Unity 3D as the game-engine that allow the application to run on Android Devices. The result of this research is VRSurvival Runner, an android game that allows the player to run, jump, to avoid zombies that are chasing the player, and also this game has a feature of counting the estimated burned calories while playing the games. A trial test on the app also has been done without any problem.
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Johari, Aiza, Affidah Morni, Siti Huzaimah Sahari, Thalany Kamri, and Awang Rozaimie Awang Shuib. "Interactive English Language Learning: DishZle Language Game." International Journal of Service Management and Sustainability 3, no. 2 (March 2, 2020): 1. http://dx.doi.org/10.24191/ijsms.v3i2.8105.

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English language learning is often perceived as a static mode of classroom learning activities. Hence, interactive teaching materials are necessary for grabbing learners’ attention span and interests, and in enhancing their involvement. DishZle - a 2-in-1 self-designed language game, focuses on vocabulary and sequencing activities. DishZle deals with various local traditional Malaysian dishes. Hence, the game introduces the learners tothe special and unique ingredients and the processes involved in preparing the dishes. They can develop their knowledge of local dishes and improve their proficiency in the English language (speaking, vocabulary and linkers). The game is suitable for beginner to intermediate learners of English (as lead-in activity or post activity of a lesson) in which itintroduces cultural topics, which are related to local dishes to their students. This study is a preliminary study to identify the participants’ reactions towards DishZle (effectiveness of using this game in learning the vocabulary and sequencing skills), language learning challenges they face during the game and suggestions to improve the game. The method used was a semi-structured interview, involving 17 participants (diploma students). Most participants claimed that both games were interesting, fun, interactive (communicate with team members) and informative (learn new words and steps to prepare local dishes). It is recommended that language games can often be used as part of teaching methods in ESL classroom as they enhance fun learning, communicative competency, teamwork and cooperation as well as develop English language components (vocabulary and sequencing , in the context of this study.)
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Althöfer, Ingo, and Marlis Bärthel. "On Taxed Matrix Games and Changes in the Expected Transfer." Game Theory 2014 (August 31, 2014): 1–8. http://dx.doi.org/10.1155/2014/435092.

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In gambling scenarios the introduction of taxes may affect playing behavior and the transferred monetary volume. Using a game theoretic approach, we ask the following: How does the transferred monetary volume change when the winner has to pay a tax proportional to her win? In this paper we therefore introduce a new parameter: the expected transfer. For a zerosum matrix game with payoff matrix A and mixed strategies p and q of the two players it is defined by ET(A;p,q)=∑‍∑‍piqj|aij|. Surprisingly, it turns out that for small fair matrix games higher tax rates lead to an increased expected transfer. This phenomenon occurs also in analogous situations with tax on the loser, bonus for the winner, or bonus for the loser. Higher tax or bonus rates lead to overproportional expected revenues for the tax authority or overproportional expected expenses for the grant authority, respectively.
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Jamison, Julian C. "Renegotiation Perfection in Infinite Games." Game Theory 2014 (February 26, 2014): 1–11. http://dx.doi.org/10.1155/2014/742508.

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We study the dynamic structure of equilibria in game theory. Allowing players in a game the opportunity to renegotiate, or switch to a feasible and Pareto superior equilibrium, can lead to welfare gains. However, in an extensive-form game this can also make it more difficult to enforce punishment strategies, leading to the question of which equilibria are feasible after all. This paper attempts to resolve that question by presenting the first definition of renegotiation-proofness in general games. This new concept, the renegotiation perfect set, satisfies five axioms. The first three axioms—namely Rationality, Consistency, and Internal Stability—characterize weakly renegotiation-proof sets. There is a natural generalized tournament defined on the class of all WRP sets, and the final two axioms—External Stability and Optimality—pick a unique “winner” from this tournament. The tournament solution concept employed, termed the catalog, is based on Dutta’s minimal covering set and can be applied to many settings other than renegotiation. It is shown that the renegotiation perfection concept is an extension of the standard renegotiation-proof definition for finite games, introduced by (Benoit and Krishna 1993), and that it captures the notion of a strongly renegotiation-proof equilibrium as defined by (Farrell and Maskin 1989).
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McLaren, Bruce. "A Digital Learning Game for Mathematics that Leads to Better Learning Outcomes for Female Students: Further Evidence." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 339–48. http://dx.doi.org/10.34190/ecgbl.16.1.794.

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Stereotypes about men being better than women at mathematics appear to influence female students’ interest and performance in mathematics. Given the potential motivational benefits of digital learning games, it is possible that games could help to reduce math anxiety, increase self-efficacy, and lead to better learning outcomes for female students. We are exploring this possibility in our work with Decimal Point, a digital learning game that scaffolds practice with decimal operations for 5th and 6th grade students. In several studies with various versions of the game, involving over 800 students across multiple years, we have consistently uncovered a learning advantage for female students with the game. In our most recent investigation of this gender effect, we decided to experiment with a central feature of the game: its use of prompted self-explanation to support student learning. Prior research has suggested that female students might benefit more from self-explanation than male students. In the new study, involving 214 middle school students, we compared three versions of self-explanation in the game – menu-based, scaffolded, and focused – each presenting students with a different type of prompted self-explanation after they solved problems in the game. We found that the focused approach led to more learning across all students than the menu-based approach, a result reported in an earlier paper. In the additional results reported in this paper, we again uncovered the gender effect – female students learned more from the game than male students, regardless of the version of self-explanation – and also found a trend in which female students made fewer self-explanation errors, suggesting they may have been more deliberate and thoughtful in their self-explanations. This self-explanation finding is a possible key to further investigation into how and why we see the gender effect in Decimal Point.
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Adolphs, Leonard, and Thomas Hofmann. "LeDeepChef Deep Reinforcement Learning Agent for Families of Text-Based Games." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 05 (April 3, 2020): 7342–49. http://dx.doi.org/10.1609/aaai.v34i05.6228.

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While Reinforcement Learning (RL) approaches lead to significant achievements in a variety of areas in recent history, natural language tasks remained mostly unaffected, due to the compositional and combinatorial nature that makes them notoriously hard to optimize. With the emerging field of Text-Based Games (TBGs), researchers try to bridge this gap. Inspired by the success of RL algorithms on Atari games, the idea is to develop new methods in a restricted game world and then gradually move to more complex environments. Previous work in the area of TBGs has mainly focused on solving individual games. We, however, consider the task of designing an agent that not just succeeds in a single game, but performs well across a whole family of games, sharing the same theme. In this work, we present our deep RL agent—LeDeepChef—that shows generalization capabilities to never-before-seen games of the same family with different environments and task descriptions. The agent participated in Microsoft Research's First TextWorld Problems: A Language and Reinforcement Learning Challenge and outperformed all but one competitor on the final test set. The games from the challenge all share the same theme, namely cooking in a modern house environment, but differ significantly in the arrangement of the rooms, the presented objects, and the specific goal (recipe to cook). To build an agent that achieves high scores across a whole family of games, we use an actor-critic framework and prune the action-space by using ideas from hierarchical reinforcement learning and a specialized module trained on a recipe database.
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Buenz, E. J. "Eliminating potential lead exposure in imported New Zealand wild game." Public Health 139 (October 2016): 236–37. http://dx.doi.org/10.1016/j.puhe.2016.06.025.

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Van Elferen, Isabella. "Ludomusicology and the New Drastic." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 103–12. http://dx.doi.org/10.1525/jsmg.2020.1.1.103.

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In a rereading of Carolyn Abbate's seminal article “Music—Drastic or Gnostic?” this article proposes that the study of game music not only presents us with new research themes but, moreover, has the potential to inspire a major disciplinary reform. Game music studies and ludomusicology can lead to a New Drastic Musicology: an intellectual engagement with video game music that is just as rooted in immediacy, interactivity, and playfulness as the object with which it concerns itself. The New Drastic, I shall argue, can engender significant critical, epistemological, thematic, and analytical innovations in the discipline of musicology. Fundamentally, my argument is that playing with music invites “playing” with critical music theory.
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Ilina, Olena, and Tetiana Otroshko. "Preparation for the development and use of gender pedagogical games in the educational process of primary school on the basis of subject-object-subject approach." Bulletin of Luhansk Taras Shevchenko National University 1, no. 8 (346) (2021): 75–84. http://dx.doi.org/10.12958/2227-2844-2021-8(346)-1-75-84.

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The article reveals the issue of preparation for the development and use of gender pedagogical games in the educational process of primary school on the basis of subject-object-subject approach. It was found that one of the main tasks of higher education is a professionally competent future specialist who is able to think freely and actively, independently generate and implement new ideas and technologies of teaching and education. An analysis of recent research and publications. Based on the generalization of theoretical positions and concepts «gender», «culture», «gender culture», the essence of the concept «culture of gender relations of junior schoolchildren» is revealed. Selected components of the gender of primary school age: the ability to identify with members of the same sex; the ability to relate their gender behavior to the behavior of others; knowledge of «female» and «male» activities, professions; external and internal aspects of masculinity and femininity; ideas about the partnership nature of family life; humane treatment of adults, peers of the same and opposite sex; types of gender representations; elements of knowledge about gender; sources; game activity. The structure of gender pedagogical games on the basis of subject-object-subject interaction is determined. It is substantiated that certain conditions should be taken into account for the organization of gender pedagogical games. Game techniques are offered for creation of gender pedagogical games. It is concluded that the use of gender pedagogical games based on subject-object-subject relations will lead to the successful development of the child as a whole.
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Petrovska, Inha. "PECULIARITIES OF PSYCHOLOGICAL COUNSELING WITH CIVIС IDENTITY PROBLEMS." PSYCHOLOGICAL JOURNAL 8, no. 1 (57) (January 30, 2022): 88–101. http://dx.doi.org/10.31108/1.2022.8.1.6.

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The article describes the main stages of psychological counseling work with civic identity problems, analyzes the dynamics of the civic identity of clients during counseling sessions. It was found that the request of most clients was based on deep frustration due to: disappointment in the possibilities of self-realization in the organizational environment of the state; clashes with law enforcement agencies and dissatisfaction with the legislation of their own state; unsuccessful attempts to emigrate. Clients' expectations about the results of psychological work with civic identity concerned the harmonization of relations with the state, the acceptance of their own state, and finding new resources for self-realization in the state of own citizenship. It was found that the main deformation of the civic identity of clients was their focus on the destructive game and scenario interaction with the state, which hindered the normal social self-realization of the individual and led to a constant external search for a "better" state and "better" citizenship; to a lesser extent, another deformation of civic identity was presented - its de facto unformedness. It was determined that the most common games for clients were: "The state oppresses me" (role "Victim", 33%), "If not this state" (role "Offended", 28%); less often - "Privilege" (14%), "Patriot" (14%) and "Exemplary Citizen" (11%). Psychological counseling work with games was carried out in accordance with the postulates of transactional analysis and included the following main stages: 1) awareness of the game (search for the game as a series of complementary transactions that inevitably lead to a destructive result in relations with the state and in civic self-realization), formulation of the thesis (the main purpose of the game), finding clients’ psychological gain, as well as a discussion of the antithesis of the game, the ability to stop it, get out of the game; 2) manifestation of mechanisms of imitation and internalization of civic thinking stereotypes in clients’ childhood in order to find the moment of "beginning" of this game; 3) analysis of the sources of subject-object / object-subject paradigm of the individual's relationship with the state and possible emotional fixations in positions of civic protest or civic conformity, identification of "trigger" situations that trigger the mechanism of game transactions; 4) development of new (non-game) ways of behavior in "trigger" situations of interaction with the state. A comparative analysis of the results before and after psychological counseling showed an increase in the conceptuality and subjective orientation of civic identity, as well as increasing its hierarchical position (representation) in the structure of other personal identities.
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Bulitko, Vadim, and Yngvi Björnsson. "kNN LRTA*: Simple Subgoaling for Real-Time Search." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (October 16, 2009): 2–7. http://dx.doi.org/10.1609/aiide.v5i1.12349.

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Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by revisiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempts to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle of applying state-of-the-art real-time search methods in video games. In the domain of pathfinding on eight video game maps, the new algorithm used approximately nine times less memory than D LRTA* while finding solutions 9% worse.
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Brown, Noam, and Tuomas Sandholm. "Solving Imperfect-Information Games via Discounted Regret Minimization." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 1829–36. http://dx.doi.org/10.1609/aaai.v33i01.33011829.

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Counterfactual regret minimization (CFR) is a family of iterative algorithms that are the most popular and, in practice, fastest approach to approximately solving large imperfectinformation games. In this paper we introduce novel CFR variants that 1) discount regrets from earlier iterations in various ways (in some cases differently for positive and negative regrets), 2) reweight iterations in various ways to obtain the output strategies, 3) use a non-standard regret minimizer and/or 4) leverage “optimistic regret matching”. They lead to dramatically improved performance in many settings. For one, we introduce a variant that outperforms CFR+, the prior state-of-the-art algorithm, in every game tested, including large-scale realistic settings. CFR+ is a formidable benchmark: no other algorithm has been able to outperform it. Finally, we show that, unlike CFR+, many of the important new variants are compatible with modern imperfect-informationgame pruning techniques and one is also compatible with sampling in the game tree.
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Bagus Fikri Ananda and Ahmad Chusyairi. "Perancangan Game Virus Survivor Untuk Pendidikan Kesehatan Dengan Metode Game Development Life Cycle." JTIM : Jurnal Teknologi Informasi dan Multimedia 1, no. 2 (August 22, 2019): 78–84. http://dx.doi.org/10.35746/jtim.v1i2.20.

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In urban areas found there are dirty so that the virus can develop and produce disease. To cope with the disease, an immune or immune system is needed. One prevention against viruses is by treatment in pill or other forms. Education about health about viruses is very much needed by the community, especially early childhood so that education can be interesting and interactive so it is made in the form of educational games. The purpose of this study is to provide health education to users to care about health, remind users of the importance of maintaining the health of viruses or microbes or the like where prevention is better than cure, avoiding dirty or dirty places, giving knowledge about places that are often occupied by viruses, and care about the environment by maintaining environmental cleanliness. The method used in this study is The Games Development Life Cycle. Buildbox is one of the tools used in making games that are user-friendly or easy to use. The virus survivor game explains about virus specialists who are required to pass dirty places in the city by avoiding viruses and obstacles that lead to the laboratory to make drugs in the form of pills to make the body become immune to the virus. The doctor must also collect coins in the form of DNA to open new characters to make them stronger. Power up to fight the virus in the form of an immune pill to make it immune to viruses, magnetic DNA pills to make it easier to get coins, and pills to eradicate the virus. The conclusion in this study is that the virus survivor game is an educational game to improve public health knowledge, especially early childhood so that the body is expected to have immunity to disease viruses.
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Sung, Ming-Hsi, and Wahyudi Umar. "“Virtual” v.s. “Reality”— On Taxing E-Sports Virtual Goods Transaction in Indonesia." Indonesian Comparative Law Review 3, no. 1 (July 28, 2021): 45–62. http://dx.doi.org/10.18196/iclr.v3i1.11159.

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In technological advances, the emergence of various online games that have generated billion dollars has attracted the attention of the government currently. The most of its revenue comes from the sale of virtual item (item in-game) which have almost zero marginal cost of production. In 2019, Indonesia contributed 624 million dollars, equivalent to 8.7 trillion rupiah for mobile gaming.According to Mirza Adityaswara, Senior Deputy Governor of the Bank of Indonesia (BI), this phenomenon will bring the money out of Indonesia, then it makes Indonesia’s balance of trade (BOT) deficit.Indonesia’s BOT has been facing shortfalls in recent years. In 2019, the BOT decreased by 61.7%, the deficit reached -US$1,933,90 million. This paper argue that Indonesia should take the case aquo as new tax base in order to resolve her deficit. An online game has its own currency which obtained through purchases using real money. This lead to trading real money for virtual objects, ‘land’ and ‘characters’ in-game. Uniquely, item in-game transaction is not only done by the developers to players but also players to players. Therefore, the phenomenon brings with it familiar legal issue such as sales tax. This paper intends to introduce the situation the current situation of case a quo in Indonesia and asserting the urgency and challenges of case aquo taxation in Indonesia.
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Vodopivec, Tom, Spyridon Samothrakis, and Branko Ster. "On Monte Carlo Tree Search and Reinforcement Learning." Journal of Artificial Intelligence Research 60 (December 20, 2017): 881–936. http://dx.doi.org/10.1613/jair.5507.

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Fuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread adoption within the games community. Its links to traditional reinforcement learning (RL) methods have been outlined in the past; however, the use of RL techniques within tree search has not been thoroughly studied yet. In this paper we re-examine in depth this close relation between the two fields; our goal is to improve the cross-awareness between the two communities. We show that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning methods inspired by RL in conjunction with online search demonstrate encouraging results on several classic board games and in arcade video game competitions, where our algorithm recently ranked first. Our study promotes a unified view of learning, planning, and search.
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Geslin, Erik, Olivier Olivier Bartheye, Colin Schmidt, Katy Tcha Tokey, Teerawat Kulsuwan, Salah Keziz, and Tanguy Belouin. "Bernardo Autonomous Emotional Agents Increase Perception of VR Stimuli." Network and Communication Technologies 5, no. 1 (January 6, 2020): 11. http://dx.doi.org/10.5539/nct.v5n1p11.

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Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a “zero cinematic” way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to the continuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.
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44

Abramowicz, Michael. "Autonocoin: A Proof-of-Belief Cryptocurrency." Ledger 1 (December 21, 2016): 119–33. http://dx.doi.org/10.5195/ledger.2016.37.

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This paper proposes a self-governing cryptocurrency, dubbed Autonocoin. Cryptocurrency owners play formal tacit coordination games by making investments recorded on the blockchain. Such investments represent bets about the focal point resolution of normative issues, such as whether a proposed change to Autonocoin should occur. The game produces a result that resolves the issue. With a typical cryptocurrency, the client software establishes conventions that ultimately lead to the identification of the authoritative blockchain. Autonocoin completes a circle by making transactions on the blockchain that in turn define those conventions and the expected software behavior. The distributed consensus mechanism embodied by formal tacit coordination games, meanwhile, can make other types of decisions, including which of competing blockchains is authoritative and whether new Autonocoins should be rewarded to benefit those who have taken actions to benefit Autonocoin. This establishes a unique funding model for a cryptocurrency, and it addresses objections to cryptocurrencies issued predominantly to the initial founders, as well as to those that encourage wasteful mining activities.
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BIETA, VOLKER, UDO BROLL, HELLMUTH MILDE, and WILFRIED SIEBE. "THE NEW BASEL ACCORD AND THE NATURE OF RISK: A GAME THEORETIC PERSPECTIVE." Annals of Financial Economics 04, no. 01 (June 2008): 0850003. http://dx.doi.org/10.1142/s2010495208500036.

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Basel II changes risk management in banks strongly. Internal rating procedures would lead one to expect that banks are changing over to active risk control. But, if risk management is no longer a simple "game against nature", if all agents involved are active players then a shift from a non-strategic model setting (measuring event risk stochastically) to a more general strategic model setting (measuring behavioral risk adequately) comes true. Knowing that a game is any situation in which the players make strategic decisions — i.e. decisions that take into account each other's actions and responses — game theory is a useful set of tools for better understanding different risk settings. Embedded in a short history of the Basel Accord in this article we introduce some basic ideas of game theory in the context of rating procedures in accordance with Basel II. As well, some insight is given how game theory works. Here, the primary value of game theory stems from its focus on behavioral risk: risk when all agents are presumed rational, each attempting to anticipate likely actions and reactions by its rivals.
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Gabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (January 1, 2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.

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Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar. A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-esteem enhancement, optimal distinctiveness, and uncertainty reduction. Additionally, considering previous research on MMORPGs, we added identification with the game character and membership duration as further predictors of virtual group identification. The construct of virtual group identification was analyzed at two levels: identification with the faction and guild of the character. Furthermore, the current study was a first attempt to understand whether online identification may lead to group behavior such as evaluative ingroup bias. Our results indicated that traditional motivational theories of social identity were mostly confirmed. Moreover, identification with the avatar emerged as a strong predictor of group identity. Additionally, at both levels of analysis, group attachment led to an evaluative differentiation between the ingroup and outgroup. The findings are discussed in light of modern theories of social identity and media research.
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Krishnaswami, Ravi. "Playing Songwriter." Journal of Sound and Music in Games 1, no. 2 (2020): 68–83. http://dx.doi.org/10.1525/jsmg.2020.1.2.68.

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Video game developers go to great lengths to build worlds that are detailed, immersive, and believable. In addition to non-diegetic score to support the player's journey, in-world music is sometimes created for the radios, performance spaces, and streets that the player will encounter. This essay attempts to explore the collaborative decision-making process that shaped songs for two recent games, Dishonored 2 and Wolfenstein: The New Order. As the lead composer on both projects, I provide a firsthand account of how the songs were conceived, how they were deployed within and beyond the game, and the unexpected cultural relevance they had beyond their function within the gameworld. In contrasting these projects, I reveal how songs can map musical attributes to narrative aspects of a game's world, often on multiple levels simultaneously. Some connections are primary motivations while others happen as part of the creative problem-solving that is inevitably part of the songwriting process. Finally, in reflecting on my experience as a practitioner, I use auto-ethnography to explore how I experienced a delightful blurriness of identity while “playing” a songwriter in an imagined world.
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Gentles, Dudley, Seini Taufa, Gerhart Berking, Philip Siataga, Pesio Ah-Honi, and Jacinta Fa'alili-Fidow. "Are video game loot boxes associated with gambling among young Pacific adults in New Zealand?" Pacific Health Dialog 21, no. 9 (July 15, 2022): 596–603. http://dx.doi.org/10.26635/phd.2022.129.

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Aim There is concern that gaming by young Pacific people can lead to gambling, but this is unclear. This study looked at whether there was an association between buying a video game loot box and gambling. Methods We conducted an online survey via Facebook of Pacific (mostly Samoan) New Zealand gamers aged between 16-30 years inclusive with a non-Māori, non-Pacific comparison group. The online survey ran from the 21st of April 2020 till the 30th of June 2020 and disseminated via social media (Facebook and Instagram) using email. We tested whether there was any association between buying an in-game loot box with any gambling activity within the last six months among gamers. Results The study included 828 participants with the Pacific group of n=402 and a comparison group of non-Māori, non-Pacific (nMnP, n=426). A typical Pacific gamer played nearly every day for two to five hours at a time. About 25% of gamers had bought a loot box and about a third of gamers had gambled recently. However, there was no association between buying a loot box and gambling (p=0.811) for Pacific, or for non-Māori, non-Pacific (p=0.727). In multiple logistic regression modelling, older age (OR=1.27, 95%CI [1.21,1.33]) was the only predictor of gambling. Conclusions We did not find any association between buying a loot box and gambling. A longitudinal study would ascertain if there was a link between the two.
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Bulitko, V., Y. Björnsson, and R. Lawrence. "Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding." Journal of Artificial Intelligence Research 39 (September 29, 2010): 269–300. http://dx.doi.org/10.1613/jair.3076.

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Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.
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ASCHIERI, FEDERICO. "GAME SEMANTICS AND THE GEOMETRY OF BACKTRACKING: A NEW COMPLEXITY ANALYSIS OF INTERACTION." Journal of Symbolic Logic 82, no. 2 (June 2017): 672–708. http://dx.doi.org/10.1017/jsl.2016.48.

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AbstractWe present abstract complexity results about Coquand and Hyland–Ong game semantics, that will lead to new bounds on the length of first-order cut-elimination, normalization, interaction between expansion trees and any other dialogical process game semantics can model and apply to. In particular, we provide a novel method to bound the length of interactions between visible strategies and to measure precisely the tower of exponentials defining the worst-case complexity. Our study improves the old estimates on average by several exponentials.
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