scholarly journals Structural foundation for interactions in online games

Author(s):  
Marina E. Elutina ◽  
◽  
Anton A. Nerush ◽  

The article examines the structural foundations of interactions between gamers in online games on the example of the youth segment of Russian audience of computer games. The analysis of the main elements of in-game mechanics structuring the communicative interactions of gamers in online games is carried out on the basis of the B. Latour’s actor-network theory, allowing us to consider the game as an actor of socio-technical interactions. According to the results of the author’s research conducted in 2019–2020 by means of online questionnaires, the mechanisms of long-term and short-term association of players in online games are highlighted and the structural bases of their interaction are characterized: the dominant and secondary motives of group formation in video games, the factors of prolongation of contacts between players. It was revealed that gamers give preference to short-term gaming teams with a free exit. A long-term play group is recruited from people who know each other, with whom they maintain contacts in everyday life while playing is perceived as a form of joint leisure. It is shown that an online game creates a field for active construction of new social connections between the members of the gaming community. The potential of the possibilities of including game mechanics and “non-human” actors in new forms of gamification of education is outlined.

2017 ◽  
Vol 2 (3) ◽  
pp. 135
Author(s):  
Barnaby Bennett ◽  
Timothy John Moore

<p>This paper will look at an apparent tension between master plans that envision cities as finished objects and temporary projects that form in response to more immediate issues and concerns. In the five years since the large earthquake that struck Christchurch on February 22, 2011, a huge array of interventions, planning decisions, and design proposals have been made -affecting the lives of thousands of people and costing many billions of dollars. These actions are almost always separated into temporal categories of the short-term and the long-term; temporary and the permanent. In this categorisation there is a strange paradox in which the more concrete short-term actions are characterised as ephemeral and the paper ideas of the long-term more real. <br />The relationship between two forms is complex. Temporary and permanent forms of city-making can be complementary or in conflict - and sometimes both at the same time. Temporary projects can act as stepping-stones to a “finished” city, they can subvert and undermine the long-term plans, and they can support some aspects while undermining others.<br />The creation of a master plan in Christchurch – 18 months after the earthquakes – will be compared and contrasted with the making of a large temporary project called the Pallet Pavilion. Notions of <em>public engagement strategies</em>, <em>finishing</em>, and <em>risk management</em> will be articulated and used to illustrate how different the modes of temporary and permanent design operate in relation to the construction of the contemporary city.<br />Concepts from actor network theory will be used to describe the temporary and permanent forms of city-making and different associate types of collaboration. It is argued that the conception and planning of a new city and the design and construction of temporary amenities produce different experiences of time, and different forms of temporality. The authors are PhD candidates researching the role of temporary architecture in contemporary urban settings - this paper reflects on research findings from post-quake Christchurch.</p>


2020 ◽  
Vol 21 (3) ◽  
pp. 383-396
Author(s):  
Pierre-Laurent Bescos ◽  
Aude Deville ◽  
Philippe Foulquier

PurposeThis paper examines the roles of the balanced scorecard (BSC) in a long-term perspective and with a large deployment along numerous hierarchical levels. For this purpose, we use a longitudinal analysis of an implementation in a mutual insurance company.Design/methodology/approachWe combine actor–network theory (ANT) with interventionist research (IVR) to analyze the interrelation between human and non-human actors. Our study is based on various materials like interviews, meeting reports, graphs and so on.FindingsThe BSC is considered as a non-human actor which influences the human actors and provides specific benefits from a long-term use, due to various roles played by this tool (a mediator role, completed by a role of translator and revealer).Research limitations/implicationsResearch based on larger cross-sectional studies are necessary to more deeply validate our results based on a single case study.Practical implicationsThis paper gives some insights on processes and on actors an organization can mobilize to maintain the benefits provided by a large BSC use in the long run.Originality/valueIn line with the ANT concepts, our main contribution is to explain the outcomes of an innovation in management accounting by the consequences of adaptation mechanisms grounded on actors, translations, alliances and trials of strength.


Author(s):  
Aleksandr B. Smushkin ◽  

Stating the large amount of financial resources circulating in the field of online game economy (trading in game objects, accounts, game help, etc.), the author points out that these factors cannot but cause the commission of crimes in this area. Using numerous examples, the author shows the high real value of some virtual game items and substantiates the reality of committing crimes related to the illegal seizure of these items. During the study, sociological survey and statistical methods were used. In the course of the study, about 200 players of online games of various genres were interviewed. Considering the separate functionality of some games, the author also points out the possibility of using games for the preparation, commission, and concealment of crimes. In addition, the article identifies factors that prevent law enforcement agencies from taking and investigating these crimes seriously. The author emphasizes the almost complete absence of forensic recommendations in this area. The aim of this article was to develop separate recommendations for the identification, qualification, and investigation of crimes related to online games. The author defines the types of crimes that can be committed in the area under consideration and points out certain features of their qualification. At its core, the range of crimes committed in online games, in relation to game objects or with the help of online games, is quite wide, which indicates the need to prepare a comprehensive forensic investigation methodology. Based on certain provisions of game mechanics, game economy, and game communication, the author considers certain ways of committing crimes using online games. The author also determines the features of identifying and verifying a digital alibi, using online games, to which the suspect can refer. The author defines the main investigative situations of the initial stage of the investigation and analyzes their specifics. Taking into account the specifics of the object of knowledge in the investigation of such crimes, the author suggests a new investigative action, “inspection of an electronic object”, and specifies its separate subtypes: local device examination, network examination, distributed object (files stored in cloud services and blockchains) examination, mobile device examination. The article deals with some issues of the tactics and fixation of this investigative action. In the course of the investigation, it is recommended to involve programmers of a wide profile, specifically expert game designers, who will be able to advise the investigator in the field of game mechanics, sociology, and economy. In the absence of such experts in this locality, it is possible to attract specialists from a local provider who grants access to the Internet and provides the operation of networks. The author, considering various ways of obtaining game objects, also offers various ways of monetizing them, determining their value expression in real money.


Author(s):  
Xuan Tran

The purpose of this study is to use actor network theory to explore the short-term and long-term relationships between two Asian countries: Malaysia and China, the two most visited countries in Asia in 2012. The Actor Network theory explains the roles of two actors China and Malaysia in tourism as mobility and performativity, respectively. The tourism in China is composed of culture differences whereas the tourism in Malaysia focuses on business concentration. Vector Auto Regressive, Vector Error Correction, and Granger analysis were conducted to explore the time series data of tourism receipts. Findings indicate that both Malaysia and China do not have short-term influence of tourism development. Interestingly, the long-term tourism of Malaysia will depend on the disequilibrium of tourism receipts between China and Malaysia but not vice versa. The findings have contributed to supporting the Actor Network Theory in developing tourism of China and Malaysia.


Author(s):  
Kyonghwan Park ◽  
Josh Lepawsky

Along with rapid innovations in IT technology for the last few decades, the world of online games has emerged as one of the most exemplary and fast-growing forms of the Internet economy. Broadly, the term online game covers a variety of Internet-based computer games in which network users log on to host computers through the Internet and play with other users on a real-time basis. However, strictly speaking, there are at least three different subcategories within the online game: “network game” such as Blizzard’s Starcraft, “Internet game” such as MSN’s MSN Games, and “online game” in a narrow sense such as EA’s Ultima Online. Such differences include the number of gaming participants and the range of interactions allowed by a given game system, graphical richness, and the relative openness of a game’s spatiotemporal environment.


2000 ◽  
Vol 44 (12) ◽  
pp. 2-716-2-719
Author(s):  
Ana Isabel B. B. Paraguay

This paper deals with two case studies of onsite training on Ergonomics for small groups of non-OSH professionals from two state-owned companies from São Paulo State, Brazil. Both (1997 and 1998) training programs aimed at enabling small group of employees to function as an intern Ergonomics Committee. Their main and first task was to identify, evaluate, control and prevent risk factors and WRMD - Work Related Musculoskeletal Disorders, with or without the support of external consultant/ergonomists. This paper identifies and discusses main difficulties arising from such training programs and implementing work transformations. Some of the main difficulties may arise from the scheduling of short-term courses (36 to 48h of classes) for non-OSH professionals that are not used to group work, learning on matter as WRMD. Difficulties also originate from the nature of the task: (try) to enable mostly non-ergonomists/non OSH professionals to develop group-guided actions on matter that sometimes require immediate action, specialized knowledge and long-term experience in the field of Ergonomics and diagnosis of a company's demand. Last but not the least, the paper also points out key factors to work transformations: the placing of training programs within a company's OSH policy and context; group formation criteria for such training programs; course schedule, content, planning and evaluation; the need for full discussion of the short-term and the long-term results of the training program as well as of the follow-up of any work transformations.


2016 ◽  
Vol 39 ◽  
Author(s):  
Mary C. Potter

AbstractRapid serial visual presentation (RSVP) of words or pictured scenes provides evidence for a large-capacity conceptual short-term memory (CSTM) that momentarily provides rich associated material from long-term memory, permitting rapid chunking (Potter 1993; 2009; 2012). In perception of scenes as well as language comprehension, we make use of knowledge that briefly exceeds the supposed limits of working memory.


Author(s):  
D.E. Loudy ◽  
J. Sprinkle-Cavallo ◽  
J.T. Yarrington ◽  
F.Y. Thompson ◽  
J.P. Gibson

Previous short term toxicological studies of one to two weeks duration have demonstrated that MDL 19,660 (5-(4-chlorophenyl)-2,4-dihydro-2,4-dimethyl-3Hl, 2,4-triazole-3-thione), an antidepressant drug, causes a dose-related thrombocytopenia in dogs. Platelet counts started to decline after two days of dosing with 30 mg/kg/day and continued to decrease to their lowest levels by 5-7 days. The loss in platelets was primarily of the small discoid subpopulation. In vitro studies have also indicated that MDL 19,660: does not spontaneously aggregate canine platelets and has moderate antiaggregating properties by inhibiting ADP-induced aggregation. The objectives of the present investigation of MDL 19,660 were to evaluate ultrastructurally long term effects on platelet internal architecture and changes in subpopulations of platelets and megakaryocytes.Nine male and nine female beagle dogs were divided equally into three groups and were administered orally 0, 15, or 30 mg/kg/day of MDL 19,660 for three months. Compared to a control platelet range of 353,000- 452,000/μl, a doserelated thrombocytopenia reached a maximum severity of an average of 135,000/μl for the 15 mg/kg/day dogs after two weeks and 81,000/μl for the 30 mg/kg/day dogs after one week.


2020 ◽  
Vol 29 (4) ◽  
pp. 710-727
Author(s):  
Beula M. Magimairaj ◽  
Naveen K. Nagaraj ◽  
Alexander V. Sergeev ◽  
Natalie J. Benafield

Objectives School-age children with and without parent-reported listening difficulties (LiD) were compared on auditory processing, language, memory, and attention abilities. The objective was to extend what is known so far in the literature about children with LiD by using multiple measures and selective novel measures across the above areas. Design Twenty-six children who were reported by their parents as having LiD and 26 age-matched typically developing children completed clinical tests of auditory processing and multiple measures of language, attention, and memory. All children had normal-range pure-tone hearing thresholds bilaterally. Group differences were examined. Results In addition to significantly poorer speech-perception-in-noise scores, children with LiD had reduced speed and accuracy of word retrieval from long-term memory, poorer short-term memory, sentence recall, and inferencing ability. Statistically significant group differences were of moderate effect size; however, standard test scores of children with LiD were not clinically poor. No statistically significant group differences were observed in attention, working memory capacity, vocabulary, and nonverbal IQ. Conclusions Mild signal-to-noise ratio loss, as reflected by the group mean of children with LiD, supported the children's functional listening problems. In addition, children's relative weakness in select areas of language performance, short-term memory, and long-term memory lexical retrieval speed and accuracy added to previous research on evidence-based areas that need to be evaluated in children with LiD who almost always have heterogenous profiles. Importantly, the functional difficulties faced by children with LiD in relation to their test results indicated, to some extent, that commonly used assessments may not be adequately capturing the children's listening challenges. Supplemental Material https://doi.org/10.23641/asha.12808607


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