Secure Online Game Play with Token: A Case Study in the Design of Multi-factor Authentication Device

Author(s):  
Shinji R. Yamane
Keyword(s):  
2017 ◽  
Vol 10 (1) ◽  
Author(s):  
Jennifer Jenson ◽  
Suzanne De Castell ◽  
Victoria McArthur ◽  
Stephanie Fisher

In this paper, we present a study of 182 youths (ages 9 - 17) playing a closed-system Massively Multiplayer Online Game (MMOG), Guardian Academy. Its purpose was to investigate the online virtual world behaviours of youth under the age of 18 playing in an educational setting. We report on a mixed-methods study of minor players in situ across eight socioeconomically diversified educational communities, focused on characteristics, patterns, and trajectories of development of school-aged youths’ online play. The study has implications for other trajectories of MMOG research, particularly those concerned with distinctive features of minors’ play, the development of game-play expertise, and previous.


2021 ◽  
Vol 4 (2) ◽  
pp. 160-184
Author(s):  
Miriam G Clinton

While 3D modeling has only come into widespread archaeological use in recent years, it is hardly a new or untested approach in the study of architecture. Even so, archaeological 3D modeling has largely been limited to use in illustrations, rather than treated as a part of the scientific method. Using the case study of the Minoan House of the Rhyta at Pseira, this article discusses the results of applying 3D modeling as not only a visualization, but also a hypothesis testing tool. In the summer of 2014, the Minoan Modeling Project undertook a new intensive architectural examination of the Minoan House of the Rhyta at Pseira. The project produced both state and reconstructed 3D models. The 3D reconstruction became the basis of an educational video game designed as a scientific tool to test architectural theories about the use of space. As gamers interact with and circulate through the various rooms in the House of the Rhyta, their movements are tracked and statistically compared with the results of more traditional methods of access and circulation pattern analysis. This article presents preliminary results of this crowdsourced online game study, in addition to discussing strengths and weaknesses of the technique as learned through the process of building the model and game.


2020 ◽  
Vol 18 (1) ◽  
pp. 17-32
Author(s):  
Khairuddin; Khairuddin;

This study is entitled The Law of Playing Unknown's Battle Grounds (PUBG) Game According to MPU Fatwa Aceh No. 3 of 2019 (Case Study in Gunung Meriah District, Aceh Singkil Regency). This study describes how the factors and the impact of PUBG online game play and what is the view of the MPU Aceh on the law of playing PUBG games ?. To obtain answers to these problems, the authors used three data collection methods; Observation, interview and documentation. The sample in this study was PUBG online gamers in Gunung Meriah Sub-district, Aceh Singkil District. The results of this study indicate that 25% of the community of Gunung Meriah Liking and categories are addicted to the PUBG game. The main factor of playing PUBG games. Playing hobbies online, including PUBG, can reduce boredom and stress. Games that continue to be carried out have unfavorable effects such as tend to be more lazy, addictions that are not fair, less response to the surrounding environment. In Islam, banning PUBG games is in line with the MPU Aceh fatwa no. 3 of 2019, the reason for it is forbidden to use this one game, because it contains elements of violence and brutality and the impact of changing the behavior of users becomes negative; because it has the potential to cause aggressive behavior and addiction at a high level; and contains elements of insult to Islamic symbols. because it contains elements of violence and brutality as well as negative changes in the behavior of users; because it has the potential to cause aggressive behavior and addiction at a high level; and contains elements of insult to Islamic symbols. because it contains elements of violence and brutality as well as negative changes in the behavior of users; because it has the potential to cause aggressive behavior and addiction at a high level; and contains elements of insult to Islamic symbols.


Author(s):  
Jason Mittell

This essay explores the award-winning fan site Lostpedia to examine how the wiki platform enables fan engagement, structures participation, and distinguishes between various forms of content, including canon, fanon, and parody. I write as a participant-observer, with extensive experience as a Lostpedia reader and editor. The article uses the "digital breadcrumbs" of wikis to trace the history of fan creativity, participation, game play, and debates within a shared site of community fan engagement. Using the Lostpedia site as a case study of fan praxis, the article highlights how issues like competing fandoms, copyright, and modes of discourse become manifest via the user-generated content of a fan wiki.


Author(s):  
Matthew Sharritt ◽  
R. Kelly Aune ◽  
Daniel D. Suthers

A qualitative case study of student game play is presented, describing how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student ‘gamer talk’ became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.


Author(s):  
Seyed Abdollah Shahrokni

This chapter explains the process of collecting data for an ethnographic case study in a Massively Multiplayer Online Role-playing Game (MMOG) called Stronghold Kingdoms, describing the methodological aspects of the study such as the research site, participants, data collection sources, and analysis. Further, the chapter explains the challenges encountered while conducting the study, including entering and becoming a member of the game community, data collection and analysis in an ever-changing world, being a participant-observer and the risk of going native, and participant attrition. Finally, the chapter provides some solutions and recommendations for researchers interested in conducting studies in MMOG settings.


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