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How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game

Ansgar E. Depping, Regan L. Mandryk, Chengzhao Li, Carl Gutwin, Rodrigo Vicencio-Moreira
2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16  
We carried out a study to test how disclosing skill assistance affects player experience.  ...  We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.  ...  Player balancing has been studied in several video games (e.g., in a 2D shooting gallery [6] , in an auto racing game [8] , and in a 3D first-person shooter [32] ).  ... 
doi:10.1145/2858036.2858156 dblp:conf/chi/DeppingMLGV16 fatcat:yv7tzvpxlnd2newj3zngt5opwy

Multiplayer Games and their Need for Scalable and Secure State Management [article]

Zakaria Alomari
2015 arXiv   pre-print
In recent years, massively multiplayer online games (MMOGs) have become very popular by providing more entertainment, therefore millions of players now participate may interact with each other in a shared  ...  Therefore, broadcasting all state changes to every player is not a viable solution to maintain a consistent game state in a MMOGs.  ...  More detailed, An aimbot is a type of computer game bot used in multiplayer first-person shooter (FPS) games to provide varying levels of target acquisition assistance to the player.  ... 
arXiv:1505.01864v1 fatcat:ved7zjuaprhl7ir2i4dhxab2iu

Making friends in online games: gender differences and designing for greater social connectedness

Kellie Vella, Madison Klarkowski, Selen Turkay, Daniel Johnson
2019 Behavior and Information Technology  
Abstract While online multiplayer games provide an opportunity for players to both maintain and establish new connections, male and female players have been found to experience these environments differently  ...  2020) Making friends in online games: gender differences and designing for greater social connectedness.  ...  " refers to playing alone and "ranked Overwatch" refers to a high stakes game mode in the first-person shooter in which wins and losses directly impact upon a player's ranking.  ... 
doi:10.1080/0144929x.2019.1625442 fatcat:aiw5keg2jvh5lndmzb3oteheoi

Gaze controlled games

Poika Isokoski, Markus Joos, Oleg Spakov, Benoît Martin
2009 Universal Access in the Information Society  
On the other hand, use of eye tracking can change the gaming experience for all players, by offering richer input and enabling attention-aware games.  ...  Games that can be controlled solely through movement of the eyes would be accessible to persons with decreased limb mobility or control.  ...  First person shooter (internal modifications) Three projects have investigated the use of eye trackers in first person shooter games.  ... 
doi:10.1007/s10209-009-0146-3 fatcat:3foah23j7bhmlgfb5a3nus7xje

Adolescents' Perceptions of "Cheating" in Gaming and Educational Settings

Brandon Nease, Michelle Samura
2018 Simulation & Gaming  
in video games and cheating in academic settings.  ...  On the one hand, participants viewed player guides, cheat codes, and other forms of gameplay resources as simply part of the overall gaming experience.  ...  Participants utilized these aids whenever they had a problem with one of the challenges of the game. The game in which the participants were playing affected how quickly they would desire an aid.  ... 
doi:10.1177/1046878118757008 fatcat:r7jsva4e4bhujifzuqpdz2rwdq

Building Better Digital Badges

Rudy McDaniel, Joseph Fanfarelli
2016 Simulation & Gaming  
Digital badges are used in games and simulations for purposes such as incentivizing learning, identifying progress, increasing time on task, and credentialing.  ...  A design matrix and a series of design recommendations for badging are derived from the presented perspectives.  ...  Reviewing is often a difficult and an underappreciated job, but these individuals provided excellent ideas and encouragement and often reviewed the work under significant professional or personal duress  ... 
doi:10.1177/1046878115627138 fatcat:w7ofcqqrlbcrfi54x53zrxi34q

Playing Blind

Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, Frank Vetere
2019 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19  
In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games.  ...  Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.  ...  ACKNOWLEDGMENTS The work of Ronny Andrade was supported by a Melbourne Research Scholarship. The work of Melissa Rogerson was supported by the Australian Research Training Program.  ... 
doi:10.1145/3290605.3300346 dblp:conf/chi/AndradeRW0V19 fatcat:bdxrx2qznne4ppyjmwhpsl666a

"I Will Own You"

Carol Stabile
2013 Television & New Media  
This essay explores how a doing gender approach might be useful for analyzing the interactive dimensions of gender play in the rich communicative environments of MMOs.  ...  Although most massively multiplayer online games (MMOs) remain entrenched in a binary system of gendered avatars, the limited representational framework of avatar creation is only one among many different  ...  As you can't intentionally kill members of your own group (unlike first-person shooters like Halo and Left for Dead, in which killing teammates allows for the reproduction of very hostile climates for  ... 
doi:10.1177/1527476413488457 fatcat:jz5wo4aa7fbmhbwyhnlz6e23ai

First person paparazzi: Why social media should be studied more like video games

Angela M. Cirucci
2013 Telematics and informatics  
Video games are often thought of as a type of social media, yet social media are not often thought of as a type of video game.  ...  A systematic analysis compares research regarding identity and reality in social media and video games from January 1, 2005 to March 29, 2011.  ...  Much like a first person shooter video game, users become first person paparazzi and are on a mission to make celebrities/heroes of themselves.  ... 
doi:10.1016/j.tele.2012.03.006 fatcat:7x6uxmkn5vfn3c4xhfjur34r4i

Adaptivity Challenges in Games and Simulations: A Survey

Ricardo Lopes, Rafael Bidarra
2011 IEEE Transactions on Computational Intelligence and AI in Games  
interpretation mechanisms for in-game data.  ...  His current research interests include: procedural and semantic modeling techniques for the specification and generation of both virtual worlds and game play; serious gaming; semantics of navigation; and  ...  For example, a player whose motivations for engaging in a First Person Shooter (FPS) game are to engage in a specific level of a stressful, scary but low pace experience.  ... 
doi:10.1109/tciaig.2011.2152841 fatcat:yfvywtxvnfc4pnyxmxdwwn6bpi

Gaminguistics: Proposing an Ethnography of Communication for Video Game Avatars

Giyoto Giyoto, SF. Luthfie Arguby Purnomo, Lilik Untari, SF. Lukfianka Sanjaya Purnama, Nur Asiyah
2019 Journal of Social Studies Education Research  
Game designers are able to benefit on how to design avatar based communication in regard to their characteristics and game genres.  ...  Departing from this ACTION, analysts are able to employ this fomula as an approach to reveal how the avatars ethnographically communicate in the prosthetic culture of video games.  ...  The framework of communication specifically designed for video game avatars might explain (a) how a playful identity is established by avatars and their relations with other elements of communication in  ... 
doaj:0b1d183028b343d78e629a49edf0e26c fatcat:5t6pdpvtbjgvnjxoochnnynlzy

An Exploration of Mental Health Discussions in Live Streaming Gaming Communities

Reesha Gandhi, Christine L. Cook, Nina LaMastra, Jirassaya Uttarapong, Donghee Yvette Wohn
2021 Frontiers in Psychology  
interact in a personal way with viewers.  ...  Our first research question unraveled that mental health discussions happen in a variety of ways on Twitch, including during gaming streams, Just Chatting talks, and through the stream chat.  ...  All authors conducted interviews and participated in the data analysis. FUNDING This research was partially supported by the National Science Foundation grant #1841354.  ... 
doi:10.3389/fpsyg.2021.575653 pmid:33796040 pmcid:PMC8007960 fatcat:oqupxy72y5gqbk3bcbuw5wlvge

Female Gamers' Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study

Lavinia McLean, Mark D. Griffiths
2018 International Journal of Mental Health and Addiction  
Female gaming is a relatively under-researched area, and female gamers often report experiencing harassment whilst playing online.  ...  during game play.  ...  any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.  ... 
doi:10.1007/s11469-018-9962-0 fatcat:aly5fupkgfd6zh6yd6cvndddje

Watch your loot boxes! – Recent developments and legal assessment in selected key jurisdictions from a gambling law perspective

Sebastian Schwiddessen, Philipp Karius
2018 Interactive Entertainment Law Review  
So called loot boxes are one of the most important monetization methods for many companies in the video gaming, social gaming and social casino gaming industry.  ...  This article evaluates the legal situation of loot boxes from a gambling law perspective in selected jurisdictions.  ...  Elements of a game of chance within a skill-based game do not constitute a game of chance The first notable case is Mason v.  ... 
doi:10.4337/ielr.2018.01.02 fatcat:vdgcuxetijb4fmgn6h4jaeilrm

Social bodies in virtual worlds: Intercorporeality in Esports

David Ekdahl, Susanne Ravn
2021 Phenomenology and the Cognitive Sciences  
By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based  ...  Our analysis discloses how the practitioners' interactions essentially depend on intercorporeality - understood as a form of reciprocity of bodily intentionality between the players.  ...  Acknowledgements We are grateful to the many esports professionals that dedicated time and space to participate in the overall research project.  ... 
doi:10.1007/s11097-021-09734-1 pmid:33935609 pmcid:PMC8075606 fatcat:qmnzp5rctjfbjolw3iakw6butu
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