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  • 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.
21

Man skola spela! : En enkätstudie om hur gymnasieelevers onlinespelsvanor samvarierar med skolprestation och socialt umgänge / School's out for gaming! : A survey study about the correlation between upper secondary school student's online gaming habbits, studying effort and social life

Wiberg, Magnus, Lundblad, Victor January 2014 (has links)
I det moderna samhället har internet och spelande av olika slag som sker genom internet blivit alltmer populära aktiviteter. I takt med den explosionsartade utvecklingen har även problematiskt beteende följt i form av onlinespelsmissbruk, som blivit ett så pass omfattande problem att det idag omnämns som diagnosen ”Internet Gaming Disorder”, IGD. Företeelsen har dock inte enbart blivit mer framträdande vad gäller aktiviteten i sig utan också gällande mängden forskning som görs inom området. Den population som studeras flitigast och där onlinespelandet är som mest framträdande är bland yngre människor och främst bland pojkar och män. Mycket av den forskning som genomförts har behandlat onlinespelandets påverkan på individen samt dess inverkan på skola och utbildning. Syftet med denna studie är därför att undersöka huruvida onlinespelandet hos tredjeårselever på gymnasiet samvarierar med dennes självupplevda sociala umgänge samt skolprestation. Studien är genomförd utifrån en kvantitativ metod där en enkätundersökning utfördes inom åtta olika program på fyra av Norrköpings gymnasieskolor. Totalt besvarade 99 gymnasieelever enkäten. Studien analyseras med ett socialkonstruktivistiskt perspektiv för att söka förstå bakomliggande aspekter av onlinespelandet genom att diskutera sociala grupperingar och kategoriseringar som sker genom social interaktion. Studiens resultat stämmer ur flera avseenden överens med tidigare forskning där det tydligt går att se att killar spelar mer än tjejer. Studien visar även ett samband mellan onlinespelande och skola på så sätt att individer engagerade i spel bland annat visar en tendens till minskat intresse för studier.
22

Online gaming in post-Soviet Russia : practices, contexts and discourses

Goodfellow, Catherine Elizabeth January 2015 (has links)
In terms of both production and consumption, video games and gaming are a significant phenomenon in Russia, a fact acknowledged by the authorities and mainstream media. Although internet use in Russia has been a point of academic interest over the past few years, scholars have been slower to research video games despite their increasingly popular position in the media ecology of the region. Similarly, despite the abundance of theory and data on gaming in North America and Europe, game studies researchers have hardly skimmed the surface of the cultures, preferences and activities of gamers further afield. This dissertation investigates the online gaming sphere in Russia, presenting an empirical study of the industry, providing insight into gamers themselves, and analysing the media and political discourses surrounding gaming in Russia. In this study, I draw upon survey data, forum, website, and blog posts, user comments from gaming forums and analyses of local games to construct a picture of gaming activity and identity amongst gamers. In particular, I show how Russian-speaking gamers present themselves as members of a distinct subcultural group. Online gamers who participated in this study are shown to consume and discuss games in ways that can differ from elsewhere in the world, but they still retain common beliefs about the importance of expertise, taste and self-discipline within the gaming community. They display a great deal of knowledge about the games and communities available to them locally, while also consuming foreign games in selective and critical ways. For the reader conversant with game studies work, the dissertation constitutes a challenge to West-centric theories of gaming and gamers and demonstrates the importance of cultural context in shaping gaming practice. Throughout the dissertation, interactions between global and local, media and subcultural definitions of ‘gamer’ are crucial to understanding how gaming plays out in a Russian context. The self-definition of gamers differs greatly from mainstream media concepts of gamers. I contextualise discourses of the gaming self within an analysis of how the Russian media presents gamers as young people in need of moral and emotional guidance. Moreover, I show how contemporary media assessments of games and gamers have much in common with earlier moral panics about Western-inflected media and subcultures, such as rock music and style. Ultimately the gaming landscape in Russia is shown to be full of tensions, and the task of this dissertation is to identify, assess and compare these disparate discourses.
23

Bortom skärmen : En undersökning kring förebyggandet av toxicitet och främjandet av goda sociala interaktioner i online-spelmiljöer. / Beyond the screen : An analysis concerning the prevention of toxicity and the promotion of good social interactions in online gaming environments.

Klemming, Elliot January 2023 (has links)
This paper examines social aspects of computer and video gaming, includingplayers' perceptions of socialization surrounding gaming, its importance to theplayers, as well as factors that can lead to bad behavior online. In addition, adesign process based on the research results is showcased. The research issummarized and used as a basis for the design decisions. The purpose of thispaper is to contribute to the knowledge surrounding gaming and its impact onsocialization, with the goal of bettering our understanding of gaming in a social context. Through an analysis of existing literature together with empirical data collectedfrom users and other online platforms, this report aims to provide insights into thecauses and consequences of toxic behavior. The results indicate that severalfactors contribute to the occurrence of toxicity, e.g. anonymity, disinhibition,competition and other social dynamics in gaming environments. In addition, theconsequences of these negative interactions and how it affects players, such asmood and general experience, are examined. In addition, potential measures toreduce toxicity are discussed, along with the importance of promoting positivesocietal norms, implementing effective reporting and moderation systems, andpromoting empathy and inclusivity. Finally, a design proposal is presented thatrepresents an idea for an interface that facilitates the process of finding likeminded players, which previously has not displayed signs of toxicity. In conclusion, this report highlights the complex issue of toxic behavior in gaming. Delving into its causes and effects, this paper could provide valuableinsights for researchers and game developers to address and combat toxicity,ultimately fostering a more positive and inclusive climate around gaming. / Denna rapport undersöker sociala aspekter av dator- och TV-spelande, inklusivespelares uppfattning om socialisering kring spelandet, dess betydelse för spelarnaoch faktorer som kan leda till dåligt beteende online. Dessutom presenteras endesignprocess som baseras på forskningsresultaten. Forskningen sammanfattasoch används som grund för designbeslut. Syftet med rapporten är att bidra tillkunskapen om spelande och dess påverkan på socialisering, med målet att ökaförståelsen för spelande i en social kontext. Genom en analys av befintlig litteratur tillsammans med empiriska data somsamlats in från användare och andra plattformar online, ämnar denna rapport geinsikter i orsaker och konsekvenser av toxic behavior. Resultaten pekar på att flerafaktorer bidrar till att toxicitet uppstår, e.g. anonymitet, disinhibition, konkurrensoch andra sociala dynamiker i spelmiljöer. Utöver det undersöks konsekvensernaav dessa negativa interaktioner och hur det påverkar spelarna, som humör ochgenerell upplevelse. Dessutom presenteras potentiella åtgärder för att minskatoxicitet, samt diskuteras vikten av att främja positiva samhällsnormer,implementering av effektiva rapporterings- och modereringssystem, ochfrämjandet av empati och inkludering. Till sist presenteras ett gestaltningsförslagsom representerar en idé för ett gränssnitt som underlättar processen av att hittalikasinnade spelare som inte har uttryckt tecken på toxicitet. Sammanfattningsvis belyser denna rapport den komplexa frågan om toxicbehavior i spel. Genom att fördjupa sig i dess orsaker och effekter kan detta gevärdefulla insikter för forskare och spelutvecklare för att ta itu med och bekämpatoxicitet, för att i slutändan främja ett mer positivt och inkluderande klimat kringgaming.
24

Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games

Maguluri, Naga Sai Nikhil 10 May 2017 (has links)
No description available.
25

TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST

Koptur, Evren 16 May 2016 (has links)
No description available.
26

Pushing buttons: an ethnographic interview study on toxicity in online gaming cultures

Melin, Ruben January 2021 (has links)
The purpose of this study is to research toxicity through how it was understood, experienced, and described by game enthusiasts. The toxicity described is further explored through theories of cultural and symbolic domination and through feminist game studies and the lens of masculinity theory. I have thus looked at the cultural fields of online gaming as social domains sometimes structured by hierarchies, where subjects may be positioned in relation to one another by virtue of norms, their identities, habitus, symbolic capital and through (more or less symbolic) violence.  The study is based on semi-structured interviews with six gaming enthusiasts who are about twenty to forty years old, five identifying as men and one identifying as a woman. Interpretation has been conducted through a thematic and discourse analytically inspired method, and through the theoretical framework primarily consisting of Bourdieu´s (developed) theoretical concepts of fields, capital, habitus and symbolic violence, combined with Iris Marion Young’s theory of cultural dominance and social constructionist theories on masculinity. The study shows how subjects may make sense of online gaming as a social arena often associated to online violence and discrimination, and how this can be further analysed from a gender studies perspective.
27

Eye-gaze interaction techniques for use in online games and environments for users with severe physical disabilities

Vickers, Stephen January 2011 (has links)
Multi-User Virtual Environments (MUVEs) and Massively Multi-player On- line Games (MMOGs) are a popular, immersive genre of computer game. For some disabled users, eye-gaze offers the only input modality with the potential for sufficiently high bandwidth to support the range of time-critical interaction tasks required to play. Although, there has been much research into gaze interaction techniques for computer interaction over the past twenty years, much of this has focused on 2D desktop application control. There has been some work that investigates the use of gaze interaction as an additional input device for gaming but very little on using gaze on its own. Further, configuration of these techniques usually requires expert knowledge often beyond the capabilities of a parent, carer or support worker. The work presented in this thesis addresses these issues by the investigation of novel gaze-only interaction techniques. These are to enable at least a beginner level of game play to take place together with a means of adapting the techniques to suit an individual. To achieve this, a collection of novel gaze based interaction techniques have been evaluated through empirical studies. These have been encompassed within an extensible software architecture that has been made available for free download. Further, a metric of reliability is developed that when used as a measure within a specially designed diagnostic test, allows the interaction technique to be adapted to suit an individual. Methods of selecting interaction techniques based upon game task are also explored and a novel methodology based on expert task analysis is developed to aid selection.
28

The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

Eklund, Lina January 2012 (has links)
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline. The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves. Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity. / <p>At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.</p>
29

Computational models of trust for cooperative evolution : reputation based game theoretic models of trust for cooperative evolution in online business games

Bista, Sanat K. January 2010 (has links)
Online services such as e-marketplaces, social networking sites, online gaming environments etc have grown in popularity in the recent years. These services represent situation where participants do not get to negotiate face to face before interaction and most of the time parties to transaction remain anonymous. It is thus necessary to have a system that rightly assesses trustworthiness of the other party in order to maintain quality assurance in such systems. Recent works on Trust and Reputation in online communities have focused on identifying probable defaulters, but less effort has been put to come up with system that make cooperation attractive over defection in order to achieve cooperation without enforcement. Our work in this regard concerns design and investigation of trust assessment systems that not only filter defaulters but also promote evolution of cooperativeness in player society. Based on the concept of game theory and prisoner's dilemma, we model business games and design incentive method, compensation method, acquaintance based assessment method and decision theoretic assessment method as mechanisms to assure trustworthiness in online business environments. Effectiveness of each of these methods in promoting the evolution of cooperation in player society has been investigated. Our results show that these methods contribute positively in promoting cooperative evolution. We have further extended our trust assessment model to suit the needs of a mobile ad-hoc network setting. The effectiveness of this model has been tested against its capability to reduce packet drop rate and energy conservation. In both of these the results show promise.
30

Entre o jogo e a realidade: um estudo sobre redes de troca e parentesco em jogos online / Between Game and Reality: A Study on Relationships and Exchange Networks in Online Games.

Ceoni, Karina Trajano 29 November 2012 (has links)
Recentemente, pesquisadores têm se dedicado a investigar a similaridade entre os mundos virtuais e o que se sabe sobre o comportamento social do mundo real (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Muitas relações têm se mostrado apropriadas, dando indicativos de que a atividade on-line pode constituir um verdadeiro laboratório para as ciências sociais. O intuito da pesquisa aqui apresentada é justamente contribuir para essa investigação. Realizamos esforços para identificar aspectos do mundo on-line análogos aos observados em sociedades do mundo real. Estamos especialmente interessados em avaliar, segundo a teoria de Durkheim (1893), qual tipo de solidariedade, mecânica ou orgânica, pode ser observada no mundo on-line. Outro foco de interesse é a existência dos laços fracos, descritos por Granovetter (1973), e sua função no mundo on-line. Elegemos uma guilda1 do jogo \"Zodiac Online\" como o objeto de nossa investigação. Esse jogo foi escolhido devido às suas características sociais e demográficas. Optamos por usar duas metodologias paralelas para proceder a nossa coleta de dados. A primeira destas sendo a netnografia, método análogo à etnografia porem adaptado ao mundo on-line. A segunda coleta de dados é feita automaticamente pelo servidor do jogo que iremos estudar: um registro de toda a atividade de cada jogador é gerado simultaneamente a cada interação realizada dentro do jogo. Com os dados coletados, desenhamos redes que representam as trocas de itens entre os membros da guilda em questão e procedemos então a uma análise das redes. Baseando-nos nesses procedimentos observamos uma tendência a solidariedade orgânica, embora nossos resultados não sejam conclusivos isso torna esse grupo online mais comparável a subcomunidades de mesma natureza do mundo real. Quanto aos laços fracos, pudemos observar sua ocorrência, mas, provavelmente devido ao tamanho e características do grupo observado, sua função parece ser diferente, e menos importante, do que aquela que espera-se observar no mundo real. / Recently, researchers have been devoting remarkable eefort to investigate the similarity between virtual worlds and what is known about the social behavior of the real world (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Many relationships have been shown to be appropriate, giving indications that online activity may be a real laboratory for the social sciences. The purpose of the present research is precisely to contribute to this interest. We carry out efforts to identify aspects of the online world similar to those observed in the real world societies. We are especially interested in evaluating, according to Durkheims theory (1893), which kind of solidarity, mechanical or organic, can be seen in the online world. Another interesting point is the existence of weak ties, described by Granovetter (1973), and its role in the online world. We elected a guild game \"Zodiac Online\" as the object of our investigation. This game was chosen because of its social and demographic characteristics. We chose to use two parallel methodologies to make our data collection. The first of these being the netnography, analogous method put the ethnography adapted to the online world. The second data collection is done automatically by the game server you will study: a record of all activity is generated for each player simultaneously held every interaction within the game. We then proceed to Network analysis to elaborate this data. With the data collected, we design networks that represent the exchange of items between members of the guild in question and then proceed to an analysis of networks. Based on these procedures we observed a tendency to organic solidarity, although our results are not conclusive that makes this online group more comparable to subcommunities that display organic organizations of the same nature in the real world. As for weak ties, we could observe their occurrence, but probably due to the size and characteristics of the observed group, its function seems to be different, and less important than what it is expected to observe in the real world.

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