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Garrett Eastman

MMO-topia: Are massively multiplayer online games cultivating communities that are bett... - 0 views

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    "By demonstrating that communities formed in massively multiplayer online games are true communities, examining communication and behaviour within MMOG communities, and discussing the benefits and negative aspects of MMOG communities this paper will show that the communities of massively multiplayer online games are better than offline communities."
Garrett Eastman

Investigating something wicked in The Secret World | VentureBeat - 0 views

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    Forthcoming game from Funcom: "Massively multiplayer online MMO veterans know how questing traditionally works. You stumble upon a hub of non-playable characters with golden exclamation points over their heads. You scoop up every task they offer, then you spend the next few hours grinding them out as efficiently as possible, sometimes while simultaneously watching TV. The Secret World changes all of that by restricting the number of active missions you can have at one time. While some players will find this too limiting, I think it's a good thing. The Secret World is a story-driven game, complete with cutscenes and voiced dialogue. Many of its missions require attention, thought, and the occasional Google search."
Garrett Eastman

Leadership in a Networked World: The Case of Massive Multiplayer Environments - 0 views

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    Study of leadership principles revealed in multiplayer games which can inform future game design
Garrett Eastman

Developing Infrastructures for Online Games and Distance Learning using RTF - 0 views

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    RTF (Real Time Framework) with one of the cases implementation of multiplayer online games on multiple servers
Garrett Eastman

HISTORICITY AND SOCIALITY IN GAME DESIGN: ADVENTURES IN LUDIC ARCHAEOLOGY - 0 views

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    From the abstract :"The Vikings! is an asynchronous multiplayer social game that adapts Viking Age (700s-1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals."
Garrett Eastman

Sony patent encourages MMO players to meet in real life - 0 views

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    "Meeting new friends through the world of massively multiplayer games is all well and good, but Sony seems to think MMO players need a little bit of help interacting with each other in the real world. They're so concerned about it, in fact, that they've patented a method for "coordinating real-world gatherings to promote online community.""
Garrett Eastman

Identifying Bullies with a Computer Game - 0 views

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    Multiplayer game design enabling observation of peer interactions among youths
Garrett Eastman

An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users - 0 views

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    Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game.
Garrett Eastman

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

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    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
Garrett Eastman

"Heroes of Hat" Indie Video Game Released by U Students via Utah Game Forge | Universit... - 0 views

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    "June 19, 2012 - Students in the University of Utah's Entertainment Arts and Engineering (EAE) program have pulled more firsts out of their impressive hats. This time, it is the release of "Heroes of Hat," the first game produced by students in the EAE program that can be played by up to four people in what is called "multiplayer co-op mode.""
Garrett Eastman

An Online Multiplayer Game for Collaborative Problem Solving - 0 views

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    Abstract: "Teaching computer programming to novices has always posed a major challenge to educators, most novices acquire basic programming skills but they are unable to utilize them in a meaningful way to solve many of the non-routine problems which are presented to them. As a result, they do not achieve any level of programming fluency. Collaboration has been identified as a useful tool to help overcome this problem if utilized at the right times during the programming/problem solving process. This paper presents a review of computer supported collaborative learning (CSCL) concepts, collaboration in programming and the problem solving domain. Finally, a design for a gaming application of CSCL (COPS) to help improve the problem solving ability of novice programmers is presented."
Garrett Eastman

MULTI-STAKEHOLDER SIMULATION AND GAMING ENVIRONMENT FOR A FUTURE RESOURCE ECONOMY IN SPACE - 0 views

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    "The high cost of launching resources from the Earth's surface is a significant barrier to future long- duration human space exploration. A future resource economy in space may allow resource production, processing, storage, and transportation at distributed locations, but will have many stakeholders with var- ied and potentially competing objectives. Simulation games provide a medium for communication and learning richer than papers or linear presentations by combining the technical capabilities of simulation models with human interaction. Building on technology powering military wargames, federated simulation architectures such as HLA-Evolved use independently-developed simulation models connected over a dis- tributed network of computers. This paper presents an approach for developing a multi-player simulation gaming environment where human players take on roles of organizations or government agencies within scenarios designed to address the design and operation of a resource economy in space. The game design addresses the number of players, time advancement, level of abstraction, scenario selection, and other de- cisions based on past simulation games in the domains of military-political, educational, disaster response, and business-management games. Future research will focus on evaluating game executions to analyze human decision-making under various scenarios. Quantitative analysis of decisions using game logs com- bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource economy in space."
Garrett Eastman

How Evaluation of Massively Multi-Player Online Games Supports Game-Based Learning, Des... - 0 views

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    Evaluation involving three NASA-based multiplayer game partnerships
Garrett Eastman

Empirical Game Design for Explorers - 0 views

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    Abstract: "The explorer player type has remained a focal point in discussions of game design and research for several years. Though valuable insights have built an understanding of explorers from online multiplayer and individual characteristic perspectives, there still remains a need to further understand and empirically specify what aspects of games are appealing to explorers. Accordingly, the Gameplay Enjoyment Model (GEM; Quick, Atkinson, & Lin, 2012b) provides a detailed, empirical perspective on the explorer through a set of specific game design features. Using these features, games can be designed to leverage what is known about how explorers experience enjoyment through games. A practical demonstration of how to design Exploration features into a game is offered through an analysis of Pathfinders Way. This article aims to encourage a deeper understanding of explorers and provide practical guidance on how empirical research results can be incorporated into game design practice."
Garrett Eastman

Game Theory - 0 views

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    "Last Halloween, while his friends were out reveling, Otavio Good stayed home to design a computer program to reconstruct shredded documents. The military's research arm had issued a call for people to decipher messages that had been torn to bits, much the way someone might destroy evidence of a paper trail."
Garrett Eastman

Games in research: CAIS/ACSI 2012 wrap-up " Information Science " tl-dr - 0 views

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    Report from the Canadian Association of Information Science meeting focusing on game research. Features audio and slides for the presentation "Gaming Works: Mental Health and Wellness in Massively Multiplayer Online Role Playing Games" by Diane Rasmussen Neal and Caroline Whippey (scroll down page for presentation)
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