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1.
This paper examines social behavior in the online video game World of Warcraft. Specifically focusing on one element of social design: the behavior of players in the first release of Looking-for-Raid (LFR) loot system of World of Warcraft. It uses lens of economic game theory, combined with Williams (2010) mapping principle and a modern theoretical account of human decision-making, to explore how theory about individual interactions in well-defined contexts (games) can explain collective behavior. It provides some support for this theoretical approach with an examination of data collected as part of an ethnographic study, through focus groups, and a survey distributed to 333 World of Warcraft players. It concludes with a discussion of the results and some guidelines for predicting collective outcomes in certain types of online games using the introduced framework. 相似文献
2.
Susan L. Epstein 《Minds and Machines》1992,2(3):239-265
The extent to which concepts, memory, and planning are necessary to the simulation of intelligent behavior is a fundamental
philosophical issue in Artificial Intelligence. An active and productive segement of the AI community has taken the position
that multiple low-level agents, properly organized, can account for high-level behavior. Empirical research on these questions
with fully operational systems has been restricted to mobile robots that do simple tasks. This paper recounts experiments
with Hoyle, a system in a cerebral, rather than a physical, domain. The program learns to perform well and quickly, often
outpacing its human creators at two-person, perfect information board games. Hoyle demonstrates that a surprising amount of
intelligent behavior can be treated as if it were situation-determined, that often planning is unnecessary, and that the memory
required to support this learning is minimal. Concepts, however, are crucial to this reactive program's ability to learn and
perform. 相似文献
3.
Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18 years from Spain (n = 1132) and Great Britain (n = 1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed. 相似文献
4.
吕丹 《数字社区&智能家居》2009,(2)
当今电脑游戏发展迅速,青少年对其的迷恋已经成为社会关注的问题。研究电脑游戏的教育价值,将其与教育相结合是目前研究的重点。游戏实现技术多种多样,掌握难度较高,该文主要介绍了一种操作简单、功能强大的游戏设计软件——RPGMaker。 相似文献