game player
Recently Published Documents


TOTAL DOCUMENTS

138
(FIVE YEARS 55)

H-INDEX

11
(FIVE YEARS 1)

2022 ◽  
Vol 6 (2) ◽  
pp. 39-43
Author(s):  
Darius Andana Haris ◽  
Jeanny Pragantha ◽  
Carmello Fabrian Husen

“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.


2021 ◽  
Vol 9 (6) ◽  
pp. 89-111
Author(s):  
Mageswaran Sanmugam ◽  
Anurita Selvarajoo ◽  
Jeya Amantha David

Diversified learning is the path to supplement students’ needs in the contemporary generation. These students’ lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational technology into student’s lives. As gamification harnesses the power of game elements, identifying how gamified learning affects a student’s game player traits will be vital in identifying whether specific learning methods can invoke, change and cultivate better learning outcomes. This quasi-experimental study involving two groups of students learning computer science in Malaysia was carried out over eight weeks. Findings revealed that most prevalent player traits changes were evident in the primary construct of social player traits, followed by subconstructs of customization, relationship, socializing, and mechanics. These changes are attributed to the need to reach out, communicate, and collaborate with their peers and look into how the system works for them individually, within the context of the learning and explorative needs of students. As such, gamified learning has not only managed to offer a new paradigm into the learning ecosystem but has also shown that positive changes can be cultivated based on these conditions.


2021 ◽  
Vol 16 (4) ◽  
Author(s):  
Jeremy Losak

Differentiating and defining games of skill versus chance have major legal implications when classifying gambling, especially in relation to daily fantasy sports in the United States. This paper provides a theoretical discussion and introduces an empirical approach to analyzing game player pricing mechanisms. If game pricing mechanisms are fully efficient—player prices fully reflect the expected contributions from players—then that game is one of chance since there is no opportunity for skill to play a role in outcomes. This paper examines player prices from DraftKings’ daily fantasy football product. Empirical results show that there are strategies deriving from the pricing mechanism that can be incorporated by skilled participants to increase their expected performance and improve their chances of winning. This provides evidence that daily fantasy sports are skill-based—a necessary condition for skill to be a predominant factor in game outcomes as part of the legal debate.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-23
Author(s):  
Melissa J. Rogerson ◽  
Lucy A. Sparrow ◽  
Martin R. Gibbs

Despite increasing interest in the use of digital tools in boardgames for both commercial and research purposes, little research has to date explored how and why these tools are used. We interviewed 18 professionals working in the boardgame industry to explore the combination of digital tools and tabletop play, which affords new experiences and opportunities for both players and designers. We generated five key themes from the interview data. Participants engaged with ontological questions about the fundamental nature of games; they showed strong opinions about the use of digital tools; they discussed the impacts of digital tools for game design as well as in their design practice; they raised concerns about the costs to develop and maintain such tools; and they considered how they affect the in-game player experience. From these themes, we generate five design principles for digital tools for boardgame play: traceability, completeness, integration, privacy, and materiality. Grounded in empirical data, these design principles guide game designers and researchers seeking to explore this novel design space. Our research focuses attention on the role of digital components in play and on the need for thoughtful implementation that considers the entire lifecycle of the game, from development through publication and, ultimately, archival access.


Author(s):  
Jessica Williams ◽  
Rhyse Bendell ◽  
Stephen M. Fiore ◽  
Florian Jentsch

Current approaches to player profiling are limited in that they typically employ only a single one of numerous of available techniques shown to have utility for categorizing and explaining player behavior. We propose a more comprehensive Video Game Player Profile Framework that considers the demographic, psychographic, mental model, and behavioral modeling approaches shown to be effective for describing gamer populations. We suggest that our proposed approach can improve the efficacy of video game player profiles by grounding data-driven techniques in game analytics with the theoretical backing of demographic, psychometric, and psychographic measurements. We provide an overview of our proposed framework, discuss the usage and relevance of each component technique, and provide a proof-of-concept demonstration with archived data.


2021 ◽  
Author(s):  
Tutik Khotimah ◽  
Ika Ari Pratiwi ◽  
Much Arsyad Fardani

“Game Panjol” is an educational game that was developed by the researchers of this study. The educational theme discussed in this game is the diversity of ethnic groups and cultures in Indonesia for fourth grade elementary school students. This adventure game has a mission to save friends from different tribes and cultures. The purpose of this study was to determine the difficulty of this game. First the game difficulty was identified from the point of view of the game designers. Next, the game was tested with respondents and its difficulty was analysed from the players’ perspective. From the point of view of the game designer, this game is divided into 3 levels, which are easy, medium, and hard. The difficulty levels is based on the number and weight of obstacles in the game. From the point of view of the game player, the difficulty level is determined by the number of times their attempts are successful, how long it takes to finish, how many coins are earned, and how many friends are saved. For the 14 respondents, the success of the rescue mission at each level was 100%, while the collection of coins at easy, medium, and hard levels was 88.124%, 89.881%, and 80.382% respectively. Based on the comparison between the average number of trials and the maximum number of trials, each level is 20.476%, 28.151%, and 30.357%. Keywords: adventure, education, game


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Qing Yan ◽  
Lipeng Song

The widespread use of online game accelerators also induces them to become a medium for hackers to spread Trojan horses. In this paper, we propose a novel compartment model which considered the heterogeneity of online computer game players aiming to characterize the Trojan propagation. Specifically, we distinguish rational game players from impulsive game players in our model. The spreading threshold is obtained, and the global stability of equilibrium is also verified. Moreover, Trojan’s control problem is studied by using Pontryagin’s maximum principle. Numerical results confirm the stability of the system and the effectiveness of the optimal control strategy. Besides, more numerical results also show that some control strategies such as warning and caution should be taken at the very beginning of game player downloading the malicious accelerator.


2021 ◽  
Vol 6 (2) ◽  
pp. 7-21
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

This research, using online qualitative survey questions, explored how players of the PlayStation 4 console game, Horizon Zero Dawn, formed emotional attachments to characters while playing as, and assuming the persona of the female player-character, Aloy. It was found that the respondents (approximately 71% male) formed emotional attachments to the female player-character (PC) and non-player characters. Players found the characters to be realistic and well developed and they also found engaging with the storyworld via the female PC a profound experience. This research advances knowledge about video games in general and video game character attachment specifically, as well as the emerging but under-researched areas of Persona Studies and Game Studies.


Sign in / Sign up

Export Citation Format

Share Document