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Playing with AVATAR [chapter]

Giles Reger, Martin Suda, Andrei Voronkov
2015 Lecture Notes in Computer Science  
Using such an approach also allows the propositional part of the search space to be dealt with outside of the first-order prover.  ...  One approach that has proved successful in taming the search space is splitting where clauses are split into components with disjoint variables and the components are asserted in turn.  ...  The vampire solver was designed with the AVATAR application in mind, and therefore deals well with the incremental usage required.  ... 
doi:10.1007/978-3-319-21401-6_28 fatcat:qelxxzlrvbhjlmsujj6vxbewwu

Craig Detweiler, ed., Halos and Avatars: Playing Video Games with God

Richard Stern
2010 Homiletic  
Games, as they become more real, have more input with more control and likely more fun than "real" life. It will become harder and harder to determine what is real and what is not.  ... 
doi:10.15695/hmltc.v35i1.3398 fatcat:ze3tmqireja7bd5q2yp77cv5ae

Playing with Identity Authors, Narrators, Avatars, and Players in The Stanley Parable and The Beginner's Guide

Hans-Joachim Backe, Jan-Noël Thon
2019 Diegesis: Interdisziplinäres E-Journal für Erzählforschung  
, and players as four salient functions in the play with identity that videogames afford.  ...  analysis of Davey Wreden's The Stanley Parable (Wreden 2011 / Galactic Cafe 2013) and The Beginner's Guide (Everything Unlimited Ltd. 2015) in order to explore the interrelation of authors, narrators, avatars  ...  In order to explore the interrelation of authors, narrators, avatars, and players as four salient functions in the play with identity that videogames afford, we offer a comparative analysis of The Stanley  ... 
doaj:a481b4660247420b8b2dadfd7d96decf fatcat:iiqppxy5kjglxkprfp3ut7lyse

Are Pediatricians "Game"? Reducing Childhood Obesity by Training Clinicians to Use Motivational Interviewing Through Role-Play Simulations with Avatars

Linda Radecki, Ron Goldman, Alison Baker, Jeanne Lindros, Jenelle Boucher
2013 Games for Health Journal  
The results of a feasibility study funded by a National Institutes of Health Small Business Innovation Research Phase 1 grant to assess the potential of using online, avatar-based simulation technology  ...  to increase pediatricians' use of motivational interviewing techniques to reduce childhood obesity are promising, with potentially positive implications for individual and public health outcomes.  ...  Kognito Interactive (New York, NY) specializes in developing role-playing training simulations with avatars in the areas of health and behavioral health.  ... 
doi:10.1089/g4h.2013.0020 pmid:24761323 pmcid:PMC3833373 fatcat:o5f5vs7bung2fbmeeqz4vry2ru

Online Role-play Simulations with Emotionally Responsive Avatars for the Early Detection of Native Youth Psychological Distress, Including Depression and Suicidal Ideation

2016 American Indian and Alaska Native Mental Health Research  
This study provides promising evidence for use of online avatar-based training with AI/AN communities and has the potential to address many of the current challenges with gatekeeper training in Indian  ...  This study examines the outcomes at pre-training, post-training, and 3-month follow-up for American Indian and Alaska Native (AI/AN) students, teachers, and faculty completing online role-play gatekeeper  ...  The avatar does not judge participants. Performance in the role-playing tasks remains confidential.  ... 
doi:10.5820/aian.2302.2016.1 pmid:27115130 fatcat:5qxpqfvopfc45hvsh36dxika6e

Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs)

Tagrid Leménager, Julia Dieter, Holger Hill, Anne Koopmann, Iris Reinhard, Madlen Sell, Falk Kiefer, Sabine Vollstädt-Klein, Karl Mann
2014 Addictive Behaviours  
a b s t r a c t Aims: MMORPG addiction has been associated with self-concept impairments and increased identification with the own avatar.  ...  Yet, the underlying neurobiological mechanisms of self-identification with avatars, especially reflected in the left angular gyrus (AG), have only been assessed in regular gamers.  ...  with self-concept impairments and increased identification with the own avatar.  ... 
doi:10.1016/j.addbeh.2014.07.017 pmid:25123348 fatcat:oimmfmkgmfekrjwduizzzy5jaq

Playing with strangers : an examination of avatar selection and social interaction dynamics

Jeongmin Mary-Elizabeth Ham, Austin, The University Of Texas At, Matthew S. Eastin
The usage of avatars in virtual worlds has been growing in recent years. However, the top motivations for avatar creation have changed with today's generation of game players.  ...  However, Williams's (2006) experiment with an MMO game, Asheron's Call2, found that only 4 out of 213 participants swapped avatar gender during play.  ...  Baldwin (2018) suggests that transgenders who play video games are using avatar creation to embody ideals and to relieve discomfort with their offline selves.  ... 
doi:10.26153/tsw/10138 fatcat:33uuuifw3nbbddqwxgdyslwf4e

Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players

Grace S. Yang, L. Rowell Huesmann, Brad J. Bushman
2014 Aggressive Behavior  
Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar  ...  These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute  ...  Why was the effect of playing a male avatar compared with a female avatar 45% larger for males than for females?  ... 
doi:10.1002/ab.21551 pmid:25043905 fatcat:62cv5htaufchvhztsnnuuxgvoq

Effects of Avatar Race in Violent Video Games on Racial Attitudes and Aggression

Grace S. Yang, Bryan Gibson, Adam K. Lueke, L. Rowell Huesmann, Brad J. Bushman
2014 Social Psychology and Personality Science  
In Experiment 1, White participants (N ¼ 126) who played a violent video game as a Black avatar displayed stronger implicit and explicit negative attitudes toward Blacks than did participants who played  ...  This research tested the effects of playing a violent game as a Black (vs. White) avatar on racial stereotypes and aggression.  ...  More specifically, in the violent gameplay condition, those who played as a Black avatar were more likely to associate Black faces with negative words on the IAT than did those who played as a White avatar  ... 
doi:10.1177/1948550614528008 fatcat:difwqdwytnbinmdtt5buarlof4

Designing Virtual Avatars to Empower Social Participation among Older Adults

Romina Carrasco
2017 Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '17  
However, further study is needed to identify how to promote social participation for older adults through appropriate design of avatars.  ...  The use of virtual avatars (self representations of the user) in online environments can support social participation by providing opportunities for enjoyment.  ...  It may be because he plays with avatars that he made an allusion to be "staring" to other gamers while playing, suggesting the kind of body language he perceives in the game.  ... 
doi:10.1145/3027063.3027133 dblp:conf/chi/Carrasco17 fatcat:y5rmca4adre37b6tmadkayb37e

World of warcraft avatar history dataset

Yeng-Ting Lee, Kuan-Ta Chen, Yun-Maw Cheng, Chin-Laung Lei
2011 Proceedings of the second annual ACM conference on Multimedia systems - MMSys '11  
In this paper, we present the World of Warcraft Avatar History (WoWAH) dataset, which comprises the records of 91, 065 avatars.  ...  The data includes the avatars' game play times and a number of attributes, such as their race, profession, current level, and in-game locations, during a 1, 107-day period between Jan. 2006 and Jan. 2009  ...  During the monitored period, 91, 065 avatars, and 667, 032 sessions associated with the avatars were observed.  ... 
doi:10.1145/1943552.1943569 dblp:conf/mmsys/LeeCCL11 fatcat:yws4djlx4nd45jxce7kdvj2xvi

Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers

Doo Heon Song, Seunghun Lee
2021 International Journal of Power Electronics and Drive Systems (IJPEDS)  
The supporters show high responsibility for the avatar and their play style is most like 'avatar as symbiote' manner.  ...  In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy  ...  That means this group plays the game with avatars as "object". Defenders show the highest identification (still not high in absolute value) and low in suspension of disbelief.  ... 
doi:10.11591/ijece.v11i3.pp2393-2398 fatcat:g2s5uyqk3jh4vluqg7ywg4ka6y

Fostering Intrinsic Motivation through Avatar Identification in Digital Games

Max V. Birk, Cheralyn Atkins, Jason T. Bowey, Regan L. Mandryk
2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16  
We propose that identifying with an avatar in a game will increase the intrinsic motivation of the player.  ...  Important for the design of games for entertainment and serious purposes, we discuss how identification with an avatar can be facilitated to cultivate intrinsic motivation within and beyond games.  ...  [61] showed that creating an avatar that a player identifies with increases the imagined enjoyment of playing a game with that avatar.  ... 
doi:10.1145/2858036.2858062 dblp:conf/chi/BirkABM16 fatcat:6v7of2hmi5hb3duva5ugeby6ze

Player-avatar interactions in habitual and problematic gaming: A qualitative investigation

Raquel Green, Paul H. Delfabbro, Daniel L. King
2021 Journal of Behavioral Addictions  
AbstractBackground and aimsPrevious studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD).  ...  Future research with clinical samples may lead to a better understanding of player-avatar processes, including whether avatar-stimuli facilitate the development of maladaptive gaming habits, particularly  ...  is a tool to play the game with [M, 28, GD]).  ... 
doi:10.1556/2006.2021.00038 pmid:34280128 fatcat:b6ecx5ylgnf6hloojbdpud3gpa

Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

Zhi-Qiang Jiang, Wei-Xing Zhou, Qun-Zhao Tan
2009 Europhysics letters  
The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses.  ...  We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types.  ...  Although an avatar with m = 50 is not inactive, it is hard to construct its empirical distribution p(τ ) with sufficient statistics.  ... 
doi:10.1209/0295-5075/88/48007 fatcat:l2tey25qqrgdtde5ihwfweserq
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