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1.
  • Johansson, Magnus, et al. (författare)
  • Model of social believable NPCs for teacher training using Second Life
  • 2011
  • Ingår i: Computer Games (CGAMES), 2011 16th International Conference on. - Louisville, KY : IEEE conference proceedings. - 9781457714511 ; , s. 270-274
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.
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2.
  • Eklund, Lina, 1982-, et al. (författare)
  • Social play? : a study of social interaction in temporary group formation (PUG) in World of Warcraft
  • 2010
  • Ingår i: Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players (2010).
  • Konferensbidrag (refereegranskat)abstract
    • One of the main components and reasons for the success of the Massive Multiplayer Online Games genre (MMOG) is that these games are seen as arenas for social interaction. The focus of this paper is the phenomenon of “Pick up Groups ” (PUGs), a neglected aspect of online gaming. How is the social interaction structured in these temporary groups?The results of a participant observation study reveal a low level of social interaction between PUG players. Communication is held to a minimum and dungeons completed at high speed. Even in the event of downtime, interaction is rare. What little interaction has been observed is divided into instrumental and sociable interaction. A higher level of sociable interaction was found when several players from the same guild played together in the same group. But looking at greetings and goodbyes, normally used to acknowledge an ongoing social situation, we see that the social engagement in most PUGs is low.In summary, social interaction in PUGs, if any, is mainly instrumental, making these temporary groups unsocial game experiences; something not normally associated with group play in the MMOG genre.
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3.
  • Johansson, Magnus, et al. (författare)
  • And Justice for All- the 10 commandments of Online Games- and the some…
  • 2010
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • As part of our research project on the social aspects of gaming and more in particular the structuring of behavior in online multiplayer games using norms and rules, we present an overview of the type of rules used by clans and guilds in both MMOGs and FPS games. Not surprisingly, both genre and player motivation play a role in the selection and creation of rules. We also note that one of the types of behavior addressed in many rules, griefing, needs a more sophisticated analysis than used in previous game research. We conclude by presenting a set of “game commandments” that summarize the rule sets analyzed.
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4.
  • Johansson, Magnus, et al. (författare)
  • Complexity at the cost of control in game design?
  • 2012
  • Ingår i: - : Global Science and Technology Forum (GSTF).
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes the Model Social Game Agent (MSGA) and presents a comparison to existing strategies to create NPC behavior in video games. We present the results of a survey and an interview-study ofprofessional game developers, designers and scholars with a focus onthe social behavior of NPCs in existing gamesand the potential advantages and disadvantages of the MSGA. The results indicate that there are concerns regarding choosing to implement games AI as systemic AI (such as the MSGA) over an implementation based on scripting and behavior trees.Another question raised is the actual benefits of systemic AI and in what sense it would change the player experience. One of the potential gains of introducing theMSGA in game design would be to open upopportunitiesfor new modes of play and also open up for unexplored design spaces.
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6.
  • Johansson, Magnus, et al. (författare)
  • How to Design for Meaningful Learning - Finding the Balance Between Learning and Game Components
  • 2014
  • Ingår i: Proceedings of the 8th European Conference on Games Based Learning (ECGLB 2014). - Reading : Academic Conferences Limited. - 9781910309575 ; , s. 216-222
  • Konferensbidrag (refereegranskat)abstract
    • Recently, motivational aspects of computer games and their suitability as learning environments have been addressed in research on serious games. Some of these publications also address how to design games for learning, and how to prioritize the balance between educational content and the qualities that makes games fun. However, this far consensus is lacking on whether to prioritize the educational aspects of these games or the fun to play them. In this paper we address some of the arguments put forth in this debate and provide four perspectives that should guide the design process of games for learning. These perspectives present views from a game design perspective and from a pedagogical perspective discussing what and how humans learn in society, reflecting the social nature of learning. The four perspectives are used to propose between how to balance educational content and game design elements when designing games for learning rather than taking a stance on preferring one over the other. We propose a solution that gives specific game elements and pedagogical elements equal priority in the design process. Furthermore, we provide a comprehensive view on what part games can play in education and how surrounding pedagogical activities should support the use of games in education. Through the introduction of meaningful learning we claim that both the learning and meaningfulness of a games must be coordinated in such a way that there is a seamless integration of these two values, and that meaningful learning and meaningful play should guide all design processes for creating games with educational content.
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7.
  • Johansson, Magnus, et al. (författare)
  • I Am Being Watched By The Tribunal - Trust and Control in Multiplayer Online Battle Arena Games
  • 2015
  • Ingår i: Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015). - : Society for the Advancement of the Science of Digital Games.
  • Konferensbidrag (refereegranskat)abstract
    • Toxic gaming and griefing in online games are part of the everyday interaction of players around the world. Multiplayer Online Battle Arena (MOBA) games are notorious for their players’ toxic behavior. League of Legends (LoL), one of the most popular MOBA games, uses the Tribunal system as a strategy to restrict and punish toxic behaviors. The Tribunal system is a neutral body of surveillance that influences the level of system trust for the different populations of players. In this pre-study the attitudes of two different player communities are investigated, with a focus on the Tribunal system. Through forum posts in Defense of the Ancients 2 (Dota 2) forums and League of Legends forums, we analyzed the attitudes towards the Tribunal system from two different player communities. We found a more positive attitude towards the Tribunal system amongst the posts in the LoL forum compared to the posts in the Dota 2 forum, indicating a higher level of system trust for LoL players, and a higher level of personal trust amongst Dota 2 players.
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8.
  • Johansson, Magnus, 1975- (författare)
  • ‘If you obey all the rules, you miss all the fun’ : A study on guilds and clans in online games
  • 2013
  • Ingår i: Journal of Gaming & Virtual Worlds. - : Intellect. - 1757-191X .- 1757-1928. ; 5:1, s. 77-95
  • Tidskriftsartikel (refereegranskat)abstract
    • How groups create and sustain internal social order is a general topic of interest to researchers in game studies. In game studies, most research has looked at social order processes during game play, while little attention has been directed at groups of players such as guilds in massively multiplayer online games (MMOGs) or clans in first-person shooters (FPS) in between game sessions. Groups are not dissolved between gaming sessions, nor are all rules implicit. This article explores the way groups of players create and sustain order within their groups between games as well as by using explicit norm declarations. Starting from the most common descriptions of rules in social and behavioural science literature this article analyses the public announcements in group forums of the rules, twenty guilds and ten clans playing either MMOGs or FPS games have published. Not surprisingly, both genre and player motivation play a large role in the selection and creation of rules for guilds and clans. One of the most common types of behaviour addressed in the guild/ clan rules, ‘griefing’, needs a more sophisticated analysis than used in previous game research. Finally, a list of ‘game commandments’ that summarize the rule sets from both guilds and clans is presented. This article positions user-created rules as implicit rules made explicit and also indicates a need for a thorough investigation of how players make sense of their social sphere online. 
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9.
  • Johansson, Magnus, et al. (författare)
  • Modelling the social fabric for normative NPCs in MMOGs
  • 2010
  • Ingår i: Social Network Analysis and Norms for MAS. - : Harko Verhagen, Paul Davidsson, and Davide Grossi. - 1902956958
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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10.
  • Johansson, Magnus, et al. (författare)
  • Social believability in games — the early years
  • 2014
  • Ingår i: FDG 2014 Workshop Proceedings. - : Society for the Advancement of the Science of Digital Games. - 9780991398232
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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  • Resultat 1-10 av 21

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