• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2
  • Tagged with
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Music and imperfect information influence player behavior / Music and imperfect information influence player behavior

Kaltak, Muhamed, Gashi, Edmond January 2022 (has links)
The video game industry grows bigger and bigger with each year and this growth does not seem to slow down anytime soon. With that, it's important for society and video game developers to know how this media affects the players playing the game as it's already a very big industry, with large numbers of players playing video games every day. Game designers have, and are using information horizons to influence the players in different ways, an example of this is making the player play more cautiously. There have also been previous studies that have shown that music has an impact on a player's behavior and performance while playing a video game, making players more stressed and aggressive being a conclusion for some studies. With this in mind, this study delves deeper into how music in conjunction with information horizons affects a player, playing a video game. This was done by using a controlled experiment in conjunction with a first-person shooter game, the goal of the game being clearing out a linear level of turrets using an automatic rifle. One group of test subjects played a version of the game consisting of high-tension music and information horizon in play, with another group of test subjects playing the same game without these effects in play. Data was collected in the background from each test subject's playthrough and this data was then analyzed and compared between both groups. From the data gathered it seems that music made the players play faster and more aggressively, with the information horizons effect being diminished by the music's overpowering effect. This is in line with numerous previous studies that have gotten similar end results from the effects of music in video games, with an existing research gap with regards to information horizon making the effects of the information horizon unclear.  The end results showed that group 1, playing the version of the game with high tension music and information horizon in play, had fired their weapons more, been less accurate with their shots, destroyed turrets slower, had more deaths, and played faster. These results indicate increased stress levels and aggressiveness with group 1’s test subjects.
2

Information Receptivity: The Information-Seeking Behavior and Networking Activity of Women in a Rural Texas County Judicial System

Livingston, Jo Ann 05 1900 (has links)
This study identified the information seeking behavior and networking practices used by members of a specific marginalized population, that of adult female probationers (AFPs) in a rural county in Texas. The study focused on how they seek out information when faced with a self-identified need in their lives. Beyond the basic "food, shelter and clothing" that comes to mind, the respondents find themselves faced with questions not only about the judicial system but also ones involving health care, employment, transportation, child-care, and other. The study utilized a qualitative research approach to gather data about the AFPs' information behavior and networking activities. The AFPs were asked about their information behavior during their time in the judicial system and after that involvement ended, and about their use of three points of information access: personal social network, physical resources, and electronic resources. Data was also gathered from community members (CMs) who have a role either within the judicial system or external to the judicial system. In its findings, the study determined there is no single point of access to a comprehensive listing of resources for the AFPs to utilize, and that AFPs reported seeking information via two ways as based on the type of question being raised. The study found that a hierarchy of needs should include access to the internet, if not an electronic device itself. The study also found there is a strong relationship between an AFP's personal social network and their support system, and that, beyond access to information, there is an element of information receptivity involved with their success. Based upon the insights provided by the AFPs and CMs, the study provides recommendations to improve information dissemination, especially about available resources, and to facilitate AFPs' access to same. With the study's conclusion, a report will be submitted to members of the rural county's judicial system who have stated a strong interest in the study's recommendations for potential implementation.

Page generated in 0.1032 seconds