Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3

2020

The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …

HistoryPN0080media_common.quotation_subjectdigital gamesFallout 3kerrontaInjusticeStyle (sociolinguistics)QA76gothicgotiikkaHERONarrativelähilukumedia_commonInterpretation (philosophy)ideologyComputingMilieux_PERSONALCOMPUTINGAestheticsclose readingClose readingrole-playing gamesroolipelitIdeologyNCdigitaaliset pelitideologiatStorytelling
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EVE Online is not for everyone : Exceptionalism in online gaming cultures

2019

EVE Online is a space-themed massively multiplayer online game that has developed a reputation for being difficult and unwelcoming to new players. In this article, I explore how an emphasis on exceptionalism is present throughout discussions about EVE by its developer, the enthusiast gaming press, and survey responses of current players (N = 647). Taken together, information from these sources reinforces a public perception that EVE is a game that is of interest only to a very specific kind of player. In turn, these findings add further evidence to the long-argued position of feminist game scholars: Not all gaming communities are open to all players. Rather, who plays, what they play, when …

Human-Computer InteractionExceptionalismSocial PsychologyEVE OnlineCommunicationMedia studiesComputingMilieux_PERSONALCOMPUTINGSociologyMMOGsexceptionalismplayers
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Growing the Otome Game Market: Fan Labor and Otome Game Communities Online

2019

Otome games are a niche category of Japanese games marketed toward women. Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation. In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan. In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers. Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and …

Human-Computer Interactionwomen and gamesSocial PsychologypostfeminismCommunicationotome gamesComputingMilieux_PERSONALCOMPUTINGJapanese gamesSociologyfan bloggingHuman Technology
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Interconnected learning automata playing Iterated Prisoner's Dilemma

2004

Masteroppgave i informasjons- og kommunikasjonsteknologi 2004 - Høgskolen i Agder, Grimstad There exist several examples of situations where interaction between entities is essential in order to reach a common goal, for instance negotiations. Problems arise when the parties of a case are in disagreement with each other and they all want the best for themselves. Our thesis focuses around one such case. Analyzing the results of its own actions, an entity can learn what kind of adversaries it faces. For instance they may be cooperative, hostile, ignorant or irrational. The situation becomes even more complex when the opposing parties change its behaviour while trying to reach a goal. In this c…

IKT590ComputingMilieux_PERSONALCOMPUTINGVDP::Matematikk og naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Algoritmer og beregnbarhetsteori: 422
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Serious Games to Teach Nutrition Education to Children Between 9 to 12 Years Old. Pickit! and Cookit!

2016

The current trend of increase in children obesity is worrying governments around the world and urgent actions are requested. The promotion of Nutrition Education in early stages has shown to be a factor to prevent the gain of weight in children. A tool that is gaining popularity in teaching contents to children are the Serious Games. The objective of this paper is to describe two Serious Games, Pickit! and Cookit! that has as objective to teach Nutrition Education to children between 9 to 12 years old. These games form part of the Modifying Eating and Attitudes through Learning platform, a pedagogical tool created for nutritionists and primary school teachers to transfer nutritional knowled…

InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Nutrition Education05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationSerious gamePopularity03 medical and health sciencesSchool teachers0302 clinical medicineNutritional knowledgeMathematics educationVirtual learning environment030212 general & internal medicineInformationSystems_MISCELLANEOUSPsychologyhuman activities0503 education
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MOESM5 of What are the effects of even-aged and uneven-aged forest management on boreal forest biodiversity in Fennoscandia and European Russia? A sy…

2019

Additional file 5. Data extraction spreadsheet.

InformationSystems_INFORMATIONSYSTEMSAPPLICATIONSComputingMilieux_PERSONALCOMPUTINGData_FILES
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Mental health service users' and professionals' relationship with games and gaming

2017

Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
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Lua Code: Security Overview and Practical Approaches to Static Analysis

2017

Lua is an interpreted, cross-platform, embeddable, performant and low-footprint language. Lua's popularity is on the rise in the last couple of years. Simple design and efficient usage of resources combined with its performance make it attractive for production web applications even to big organizations such as Wikipedia, CloudFlare and GitHub. In addition to this, Lua is one of the preferred choices for programming embedded and IoT devices. This context allows to assume a large and growing Lua codebase yet to be assessed. This growing Lua codebase could be potentially driving production servers and extremely large number of devices, some perhaps with mission-critical function for example i…

JavaComputer sciencevulnerabilityStatic program analysis02 engineering and technologyLuaJavaScriptSecurity testingohjelmointikielet020204 information systemsprogramming languages0202 electrical engineering electronic engineering information engineeringWeb applicationtietoturvadata securityhaavoittuvuuscomputer.programming_languageCodebaseta113business.industryComputingMilieux_PERSONALCOMPUTING020207 software engineeringPython (programming language)Static analysisAbstract syntax treeSoftware engineeringbusinesscomputer
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Video games as new tools for political persuasion : web games of the Estonian Centre Party

2012

This thesis studies four web games that have been released in Estonia in 2004-2011 and have been sponsored by the Estonian Centre Party. Using video games in political campaigning is a recent and not very widely spread trend. Therefore, these web games provided an opportunity to examine the ways how political messages can be inserted into video games and how the qualities that are unique to video games can form political arguments and persuade the players. The main objective of this thesis was to identify the persuasive components of Centre Party's web games and to compare the persuasive arguments that were found from the games' representative layer to those that were formed on the games' p…

KeskustapuoluepolitiikkaVirovideopelitComputingMilieux_PERSONALCOMPUTINGpelitutkimus
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HR scenario game : Learning human resource management in a virtual environment

2021

This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in higher education.

Knowledge managementHigher educationoppiminenComputer sciencepelisuunnitteluEducational systemscomputer.software_genrecomputer scenario gamegame developmenthenkilöstöjohtaminenhuman resource managementComputingMilieux_COMPUTERSANDEDUCATIONtietokoneavusteinen oppiminenLearningtietokonepelitVideo game developmentbusiness.industryTeachingComputingMilieux_PERSONALCOMPUTINGGame developmentHigher Educationskenaariotvirtuaaliympäristöverkko-oppiminenCollaborationcollaborationComputer scenario gameVirtual machineHuman resource managementhigher educationkorkea-asteen koulutusHuman resource managementyhteistoiminnallinen oppiminenhenkilöstöhallintobusinesscomputerEducational systems
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