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

Author(s):  
Mengxin He ◽  
Lin-Xuan Xu ◽  
Chiang-shan R. Li ◽  
Zihan Liu ◽  
Jiaqi Hu ◽  
...  

Objective Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage. Background Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear. Method In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment. Results After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task. Conclusion RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.


2021 ◽  
Vol 0 (0) ◽  
pp. 1-19
Author(s):  
Lelin Lv ◽  
Huimin Li Li ◽  
Zhuofu Wang ◽  
Chengyi Zhang ◽  
Ran Qiao

Major infrastructure projects (MIPs) possess significant strategic positions in the national economy and social development. However, recently, the rent-seeking behavior between supervision units and project contractors has intensified in project construction. This paper aims to study the behavior decision-making of stakeholders in rent-seeking behavior supervision system of MIPs. In the complex and uncertain environment of MIPs, game players have cognitive bias and value perception preference. Therefore, this study introduced prospect theory and constructed the perceived return matrix and evolutionary game model of MIP rent-seeking behavior supervision among project owners, supervision units, and project contractors. From the perspective of risk perception theory, the reasons for the behavioral tendencies of game participants and the conditions for the steady state of strategy selection were explored through system dynamics simulations. The results showed that the stable state of the optimal strategy in the rent-seeking behavior supervision system of MIPs is related to the cognitive bias of the game players and is influenced by the level of regulation cost, the intensity of punishment and the size of accident losses. The contribution of this study lies in providing theoretical basis and decision support for constructing a long-term preventive mechanism for rent-seeking activities in MIPs.


2021 ◽  
Vol 5 (3) ◽  
pp. 9-22
Author(s):  
Erkan BİL ◽  
Hande KANDUR ◽  
Senem ERGAN

The game market has become one of the fastest growing industries of the digital age. The availability of internet access from anywhere, the diversification of game platforms, the increase in game options and the increase in application stores especially for mobile devices have accelerated this growth in the sector.  The purpose of this study was to determine who the new consumers in the developing game industry are, their various demographics, characteristics and purchasing behaviors. Data which were collected by the survey method from 490 game players who participated in Gamescom, the world's largest game fair held in Cologne, Germany between 20-24 August 2019, were analyzed by descriptive statistics, t-test and one-way anova. As a result of the findings, it has been determined that majority of the participants were female, young adults and students. Almost half of the participants have more than 12 years of gaming experience, play games for an average of 3.76 hours a day and an average of 5.16 days per week, prefer to play at home and on their personal computers the most, majority were core gamers, and the favorite game category was action. 


Author(s):  
Kin Man Chow

Gaming has long been an interest of studies in the behaviour of youngsters. In particular, game players are spending increasing amount of expenses in purchasing gaming related items. Why mobile game players would purchase virtual items for their games? The aim of this study is to examine the mediating effect of hedonic value to the relationship between peer influence and gamer’s satisfaction. Anonymous questionnaire was used to collect data through a survey website. A total of 126 valid responses were collected in the survey. Data collected were first analysed using confirmatory factor analysis, and the conceptual framework was then examined by using the structural equation modelling. Results revealed that there exists a mediating effect of hedonic value on the relationship between peer influence and gamer’s satisfaction. They provide valuable insights to game developers and marketers on how to enhance gamer’s satisfaction by peer influence through enhancement of hedonic value.


Author(s):  
Masnur Masnur ◽  
Tri Hariadi Purnomo

Mathematics is a science that is very useful in everyday life. Mathematics lessons can be applied in various ways in everyday life. Hone skills in arithmetic can be done through interactive games such as games or games that are digital. This kind of game or game aims to provide education and a spirit of competition, especially in mathematics, by competing with other people to hone skills and speed in answering questions. A web-based math duel game made with HTML5, CSS3, PHP, and JavaScript technology. In this game, players can duel in Realtime with opponents in answering questions correctly and accurately by using a matching system according to the player's ranking. This Math Duel Web Game also has three types of games so that players have more playing options.


Mathematics ◽  
2021 ◽  
Vol 9 (22) ◽  
pp. 2940
Author(s):  
Ren Tan ◽  
Kairong Hong

The main purpose of this paper is to study the influence of game players' behavior preferences on the strategy choice and equilibrium results in the game process of large-scale engineering projects’ extreme disputes. In contrast to the self-interested preference and completely rational assumptions of traditional economics, this paper focuses on the discussion of loss aversion preference and fairness preference against the background of incomplete information about the game subject. Considering the influence of the decision-makers’ multidimensional preferences, this paper establishes a three-party game model for the government, the project construction units, and the public. Furthermore, the equilibrium results of four different types of extreme disputes are deduced using the game method. We deduce the evolutionary paths and equilibrium characteristics and discuss them in combination with actual cases in China in an attempt to provide theoretical support and scientific analysis tools to avoid serious disputes and conflict decision results. Through research, this paper finds that the transformation of prior beliefs, the role of multidimensional preference sets, and a lack of information between the game players in the game process are key to the evolution of project disputes into extreme dispute decisions.


2021 ◽  
Author(s):  
◽  
Andrew Raba

<p>In this project I read four Philip K. Dick novels against the writing of the Situationist International (SI). In doing so, I seek to disrupt two critical trends that arguably impede Dick criticism: the depoliticization of Dick and the lack of focus on his style. Through reading his work against the politics of the SI, Dick’s own radical politics can be defined and reaffirmed. I make the case that Dick is a writer predominantly concerned with politics and ideology over and above philosophy and ontology. Secondly, I argue that the political power of Dick’s work is inseparable from his avant-garde style; in particular, his frequent use of what the Situationists termed détournement. With revolutionary politics and avant-garde aesthetics in mind, I re-examine the canonical novels Martian Time-Slip and Ubik, and redeem two of Dick’s neglected novels, The Game-Players of Titan and Galactic Pot-Healer.</p>


2021 ◽  
Author(s):  
◽  
Andrew Raba

<p>In this project I read four Philip K. Dick novels against the writing of the Situationist International (SI). In doing so, I seek to disrupt two critical trends that arguably impede Dick criticism: the depoliticization of Dick and the lack of focus on his style. Through reading his work against the politics of the SI, Dick’s own radical politics can be defined and reaffirmed. I make the case that Dick is a writer predominantly concerned with politics and ideology over and above philosophy and ontology. Secondly, I argue that the political power of Dick’s work is inseparable from his avant-garde style; in particular, his frequent use of what the Situationists termed détournement. With revolutionary politics and avant-garde aesthetics in mind, I re-examine the canonical novels Martian Time-Slip and Ubik, and redeem two of Dick’s neglected novels, The Game-Players of Titan and Galactic Pot-Healer.</p>


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