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Unveiling a Socio-Economic System in a Virtual World

Selin Chun, Deajin Choi, Jinyoung Han, Huy Kang Kim, Taekyoung Kwon
2018 Proceedings of the 2018 World Wide Web Conference on World Wide Web - WWW '18  
In this paper, we model the socio-economic system of an Aion, a popular MMORPG, as a multi-layer graph.  ...  Understanding socio-economic systems in MMORPGs can provide an important implication on how people participate in the economy and how people interact with each other.  ...  Such a realistic virtual world of an MMORPG can provide an opportunity for researchers to study in-depth patterns and dynamics of complex human behaviors.  ... 
doi:10.1145/3178876.3186173 dblp:conf/www/ChunCHK018 fatcat:xw4hodbjmzafjkslqukr6zldhm

"We Will Always Be One Step Ahead of Them" A Case Study on the Economy of Cheating in MMORPGs

Stefano De Paoli, Aphra Kerr
2010 Journal of Virtual Worlds Research  
In order to answer our question we present a case study of the Tibia (http://www.tibia.com) and an ongoing anti-cheating campaign.  ...  Massive Multiplayer Online Role-Playing Games (MMORPGs) are a sub-sector of virtual worlds that share with other worlds the characteristics of both complex technological systems and complex societies.  ...  Journal of Virtual Worlds Research -Economy of Cheating  ... 
doi:10.4101/jvwr.v2i4.865 fatcat:c2j32j32mje2vadl6w3oaicgwe

Unveiling group characteristics in online social games

Taejoong Chung, Jinyoung Han, Daejin Choi, Taekyoung Ted Kwon, Huy Kang Kim, Yanghee Choi
2014 Proceedings of the 23rd international conference on World wide web - WWW '14  
Understanding the group characteristics in MMORPGs is important in user behavior studies since people tend to gather together and form groups due to their inherent nature.  ...  In this paper, we analyze the group activities of users in Aion, one of the largest MMORPGs, based on the records of the activities of 94,497 users.  ...  real-world groups and virtual-world groups from a socio-economic point of view.  ... 
doi:10.1145/2566486.2568011 dblp:conf/www/ChungHCKKC14 fatcat:2etjvb2y3jdofjv5vywz65k6aa

Production Cultures and Differentiations of Digital Labour

Yujie Chen
2014 tripleC: Communication, Capitalism & Critique  
As various cultural production, consumption, and economic activities converging onto digital, networked media eco-system, digital labour is indeed the indispensable source for capitals' accumulation of  ...  First, the author complicates the relationship between culture and production by bringing the former from the "superstructure" in the classical Marx's framework to the "base."  ...  Acknowledgement: The author is grateful to the editors of this special issue, the reviewers, and Dr. Jason Farman, who have all made invaluable comments on earlier drafts of this article.  ... 
doi:10.31269/triplec.v12i2.547 fatcat:pkcx2pxpznakbcmj5p36y4vejq

The Empirical Change of Playing Habits among Children

Ariel Gutierrez, Neriza G. Guzman, Ramilet Ramos, Jan Katherine A. Uylengco
2022 International Journal of Multidisciplinary Applied Business and Education Research  
Thus, the degree of playing traditional games by the children nowadays compared with the previous generation is discussed in this study. 38 parents regardless of their status and gender were surveyed on  ...  To maximize the growth and manage psychological distress as well as the formation of good character, children need to develop a variety of skills such as cognitive, language, self-regulation, and social-emotional  ...  The researchers conducted the study in the province of Pampanga (figure 1 ), an area occupying 2,181 square kilometres (Pampanga Socio Economic Profile, 2001) . Figure 1.  ... 
doi:10.11594/ijmaber.03.02.15 fatcat:kzp54ybahzg6bivzdjks3pfjae

2019 PhD Research Journal Summary [article]

Alexander Hayes
2019 Figshare  
A summary of research activities which were documented in a research journal throughout the PhD thesis 'The Socioethical Implications Of Body Worn Computers: An Ethnographic Study' conducted at the University  ...  of Wollongong.  ...  The researcher presented a case of the socio-ethical implications with this emerging technology and Matthew provided a case-by-case example of the use of Google Glass in the high school including using  ... 
doi:10.6084/m9.figshare.8142182.v2 fatcat:2sqgdma4m5htbhdsb4nxz367ni

Migrating Stories: Moving across the Code/Spaces of our Time

Anna Nacher
2019 Hyperrhiz  
of industry, from a political-economic perspective, and critical studies in the humanities" (Caldwell 2003, 132 ).  ...  capital), and just like in the economic system this cultural capital is unevenly distributed.  ... 
doi:10.20415/hyp/020.mov01 fatcat:difwlf2p4ndz7mdoyybthlnurm

Narrative Mechanics: Strategies and Meanings in Games and Real Life [article]

Beat Suter, René Bauer, Mela Kocher, Et Al.
2021 Zenodo  
Below their surface, however, narrative mechanics are a particular type of motivational design – of game mechanics.  ...  They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society – such as a career from rags  ...  On further influences in terms of socio-economics, cf.  ... 
doi:10.5281/zenodo.5821920 fatcat:t3hd6qe2prc4rfstaepnrwssbi

Players unleashed!: modding The Sims and the culture of gaming

2012 ChoiceReviews  
While the socio-techno-economic analysis in Kline et al.'  ...  Many shooters are global bestsellers and well-known game franchises, and therefore they also provide an appropriate case for the studies on the political and economic implications of modding (Knorr 2007  ...  sexual orientation of 82, 116, 151, 153 game object 13, 24, 34, 62, 89, 98-103, 132-134, 144, 151, 152, 160-167, 169, 183 game space 53, 66, 67, 98, 109, 118-122, 127, 128, 131, 133, 135-142, 144, 145  ... 
doi:10.5860/choice.49-2721 fatcat:w3nt7iichvdirfcrqnmvlwqpni

Entertainment Architecture: Constructing a framework for the creation of an emerging transmedia form

Woitek Konzal
2012 Cultural Science  
The blurring of real and virtual worlds around an issue on the verge of changing the world forever as it edges closer and closer to becoming a reality would offer an immersive and powerful experience (  ...  • In what order are entarch components to be unveiled? • What has to happen for a certain component to be unveiled?  ...  Appendices Dungeons and Dragons Online: Eberron Unlimited (2006 − ongoing)  Massively multiplayer online role-playing game (MMORPG). Eagle Eye (2008)  Movie.  ... 
doi:10.5334/csci.50 fatcat:bbb2zypthzffja6hqkqh7byy7e

Philosophers of the World Unite! Theorising Digital Labour and Virtual Work-Definitions, Dimensions and Forms Edited by

Marisol Sandoval, Christian Fuchs, Jernej Prodnik, Sebastian Sevignani, Thomas Allmer
2014 unpublished
They suggest a "circuit of labour" model as a holistic framework for studying labour and ICTs and apply it to the case of Foxconn.  ...  the iPhone Era also advocate an inclusive understanding of digital labour.  ...  Vinnai interprets these romantic fantasies as compromise constructions: in a socio-cultural, socio-economic set up in which people can no longer see through the complexity of the resulting relations, these  ... 
fatcat:hnyg2lu4jzgrbigojjztph3ln4

An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom

Ahmet Baytak, Susan M. Land
2011 Educational technology research and development  
A case study (Yin, 2003) was employed within the context of a 5 th grade elementary science classroom.  ...  The purposes of this study were to investigate how designing computer games affected the development of students' environmental knowledge, programming knowledge, environmental awareness and interest in  ...  Nick's game world was a demonstration of an ocean view in which the player evaporates oil, and the oil grows similarly to a real world case.  ... 
doi:10.1007/s11423-010-9184-z fatcat:slp25p6nfbdl5mm3au4ysav3zq

Playing together and ritualisation in online games

Felicia-Dana Zabet
2021
There is a tradition in game studies of seeing games as 'more than games'.  ...  To explain all these practices in an integrated fashion, an ethnographic study was conducted (using participant observation and 57 structured and semi-structured interviews) and the data were analysed  ...  economic world.  ... 
doi:10.22024/unikent/01.02.86465 fatcat:brqgfdu7onfd5ely5z4fop2tbq

Statistical physics approaches to large-scale socio-economic networks

Michael Szell
2011 unpublished
In the past decade a variety of fields has been explored by statistical physicists, leading to an increase of our quantitative understanding of various systems composed of many interacting elements, such  ...  In this doctoral thesis we compile for the first time a large-scale data set consisting of practically all actions and properties of 350,000 odd participants of an entire human society interacting in a  ...  One of these studies was conducted by Castranova on testing an economic law of elasticity in a virtual world [47] .  ... 
doi:10.25365/thesis.19044 fatcat:m4tdj7ebzvbzbi57jhcgsjn74q

Towards a Framework for Social Media Applications in Consumer Health

Jawad Sajjad, Umar Ruhi, Université D'Ottawa / University Of Ottawa, Université D'Ottawa / University Of Ottawa
2015
Additionally, it will also analyze recent case studies related to the actual implementation of social media in healthcare and the results achieved through its use.  ...  Finally, this paper will provide a conceptual framework that integrates various forms of social media with Health 2.0 use-cases in consumer health.  ...  (Kaplan et al, 2010) .Virtual world can be sub categorized in two forms: Virtual game worlds necessitate the user to follow a set of rules in the context of a MMORPG (Massively Multiplayer Online role-playing  ... 
doi:10.20381/ruor-2632 fatcat:malzlpqr2rd6jb2zymgirfkwo4
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