A Case Study: Online Game Testing Using Massive Virtual Player

Author(s):  
Yeonjun Choi ◽  
Hangkee Kim ◽  
Changjoon Park ◽  
Seongil Jin
Keyword(s):  
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):  
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.


2017 ◽  
Vol 26 (4-6) ◽  
pp. 873-925 ◽  
Author(s):  
Gregor McEwan ◽  
Carl Gutwin
Keyword(s):  

2021 ◽  
Vol 328 ◽  
pp. 03002
Author(s):  
I Junaidi ◽  
A Mubarak ◽  
S Kapita ◽  
R Rosihan ◽  
HK Siradjuddin

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user’s weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction.


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