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2022 ◽  
Vol 128 ◽  
pp. 107130
Author(s):  
L. Javier Cabeza-Ramírez ◽  
Sandra M. Sánchez-Cañizares ◽  
Fernando J. Fuentes-García ◽  
Luna M. Santos-Roldán
Keyword(s):  

2022 ◽  
Vol 99 ◽  
pp. 103628
Author(s):  
Maxime Delmas ◽  
Loïc Caroux ◽  
Céline Lemercier

Author(s):  
Lee I-Chien ◽  

This paper's main topic is how Taiwan's self-made video game Detention affects Taiwanese young people's understanding of their history and how this will affect the promotion of transitional justice in Taiwan. First, it summarizes its features and achievements of the international video game industry. Moreover, after briefing the story content, it explains its strategies for interpreting the White Terror, the performance of trauma, and how the Taiwanese learn more about their history while playing games. Finally, it demonstrates the uniqueness of games from other traditional media, which provides another possibility and imagination for young people to understand history.


2022 ◽  
Author(s):  
Guillaume Pech ◽  
Emilie A. Caspar

A critical scientific and societal challenge consists in developing and evaluating interventions that reduce prejudice towards outgroups. Video games appear to be a promising method but a number of falls in the current scientific literature prevents to fully understand the potential sizeable impact of video games on reducing prejudice. The present study investigated to what extent a video game designed to reduce prejudice towards minorities in a fictional society has the potential to reduce prejudice towards non-fictional minorities. Participants played either a recently developed game (Horns of Justice, HoJ) designed to reduce prejudice towards non-fictional minorities or a control game. After playing at home, participants performed two tasks in a lab context. We observed an overall positive effect of playing HoJ compared to the control game on attenuating prejudice towards an outgroup individual. We indeed observed that players of the control game had more midfrontal theta activity, reflecting more cognitive conflict, when they acted prosociality towards the outgroup participant and a lower neural response to the pain of the outgroup participant compared to the ingroup participant. These effects were attenuated for players of HoJ. We also observed that players of HoJ had a higher sense of agency when they decided to help the outgroup participant compared to when they did not help the outgroup participant, an effect not observable in players of the control game. These results are promising as they support evidence that using fictional characters in video game may induce positive changes on non-fictional individuals.


Author(s):  
Ceylan Zhao ◽  
Timothy Burgess

In this research, we looked at the cognitive and behavioral effects of playing Penguin Go, a video game that was created to help middle school kids improve their computational thinking (CT) abilities. Apart from the general efficacy of the game, we looked at the effects of a single game feature—constraints on the amount of blocks that may be used in a solution. Students' CT abilities increased dramatically after playing Penguin Go for fewer than two hours, according to the findings, but the extra limits had no meaningful effect on learning. Furthermore, although the game as a whole had no effect on students' views toward computer science, the limitations condition of the game had a detrimental effect on students' attitudes toward computer science. The outcomes of this study, as well as suggested possibilities for future research in the area of employing these sorts of games to build computational thinking abilities, are reviewed.


2022 ◽  
Vol 12 (2) ◽  
pp. 772
Author(s):  
Aurimas Petrovas ◽  
Romualdas Bausys

The demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games’ objects.


2022 ◽  
Author(s):  
Allen Rubin

Win probabilities have become a staple on scoreboards in physical sports such as baseball and basketball. Esports, or competitive video games with sponsored teams and major audiences, typically lack this detailed statistical analysis, beyond bare-bones metrics and commentator intuition. However, the advantage of esports in their tendency to have a central record of every game event makes them ripe for statistical analysis through machine learning. Previous research has covered popular video game genres such as MOBAs, and has found success in predicting game winners most of the time [1]. Counterstrike: Global Offensive (CSGO) is an esport that is unique in its round and game-based nature, allowing researchers to examine how short and long-term decisions can interplay in competitive environments. We introduce a dataset of CSGO games To assess factors such as player purchasing decisions and individual scores, we introduce 3 round and game win probability models. Finally, we evaluate the performances of the models. We successfully predict winners in the majority of cases, better than the map average baseline win statistics.


2022 ◽  
Author(s):  
David Simchi-Levi ◽  
Rui Sun ◽  
Huanan Zhang

We study in this paper a revenue-management problem with add-on discounts. The problem is motivated by the practice in the video game industry by which a retailer offers discounts on selected supportive products (e.g., video games) to customers who have also purchased the core products (e.g., video game consoles). We formulate this problem as an optimization problem to determine the prices of different products and the selection of products for add-on discounts. In the base model, we focus on an independent demand structure. To overcome the computational challenge of this optimization problem, we propose an efficient fully polynomial-time approximation scheme (FPTAS) algorithm that solves the problem approximately to any desired accuracy. Moreover, we consider the problem in the setting in which the retailer has no prior knowledge of the demand functions of different products. To solve this joint learning and optimization problem, we propose an upper confidence bound–based learning algorithm that uses the FPTAS optimization algorithm as a subroutine. We show that our learning algorithm can converge to the optimal algorithm that has access to the true demand functions, and the convergence rate is tight up to a certain logarithmic term. We further show that these results for the independent demand model can be extended to multinomial logit choice models. In addition, we conduct numerical experiments with the real-world transaction data we collect from a popular video gaming brand’s online store on Tmall.com. The experiment results illustrate our learning algorithm’s robust performance and fast convergence in various scenarios. We also compare our algorithm with the optimal policy that does not use any add-on discount. The comparison results show the advantages of using the add-on discount strategy in practice. This paper was accepted by J. George Shanthikumar, big data analytics.


2022 ◽  
Author(s):  
adi suantara
Keyword(s):  

Youtube merupakan situs web yang dirancang untuk berbagi vidio agar bisa di tonton oleh pengguna di seluruh dunia , youtube dibuat oleh stven chen, chad hurley, dab jawed karim ,yang paling sering menggunakan adalah seorang atlet gamers ,dalam menonton video game streaming dan dampak streaming video game terhadap pertumbuhan industri game di Indonesia. Pendekatan penelitian adalah metode kualitatif dengan strategi penelitian studi kasus. Berdasarkan hasil analisis data yang diperoleh dari wawancara mendalam dengan lima informan yang memenuhi kriteria sebagai gamer dan streamer profesional, diketahui bahwa motif interpersonal utility, mencari informasi, dan hiburan menjadi motif utama para gamer dalam menonton video game streaming. . Kemudian, platform game YouTube lebih disukai oleh gamer profesional di Indonesia daripada Twitch. Terakhir, streaming video game pada industri game di Indonesia mempengaruhi keputusan membeli game, cara menjual game, menghadirkan kembali game klasik, dan kesuksesan developer game independen. Di Indonesia ada 5 gamers dengan subsriber terbanyak yaitu zuxxy, ryzen gaming, XINNN, MR 05, dan RRQ lemon.


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