Results 21 to 30 of about 735,406 (359)
The role of character traits in economic games [PDF]
Abstract Notwithstanding the fact that valuing personality descriptors from the realm of character were deliberately excluded from the Big Five model of personality, in the study of economic games (EGs; e.g., the prisoner's dilemma ) the Big Five were used when predicting outcomes in the field of behaviors that are socially valued in terms of ...
Ruch, Willibald+2 more
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First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion? [PDF]
Contemporary digital game developers offer a variety of games for the diverse tastes of their customers. Although the gaming experience often depends on one's preferences, the same may not apply to the level of their immersion. It has been argued whether
Cairns, P., Denisova, A.
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Dissecting Fourth Person Point of View in Game Design
Abstrak Point of view dalam desain game erat kaitannya dengan karakter, visualisasi, dan kamera. Seperti first person point of view dimana pemain menjadi karakter dalam game dengan penggunaan kamera yang memperlihatkan perspektif dari karakter game yang
Dini Faisal, San Ahdi, Hendra Afriwan
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Signaling Character in Electoral Competition [PDF]
We study a one-dimensional Hotelling-Downs model of electoral competition with the following innovation: a fraction of candidates have “character” and are exogenously committed to a campaign platform; this is unobservable to voters.
Kartik, Navin, McAfee, R. Preston
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Playing with Character: A Framework of Characterization in Video Games
Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model
Alexander Vandewalle+2 more
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Most computer game players have experienced the sensation of temporarily losing their character in a given gameplay situation when they cannot control the character, simply because they temporarily cannot see it.
Norbert BÁTFAI+4 more
doaj +1 more source
Tsirelson's bound and Landauer's principle in a single-system game [PDF]
We introduce a simple single-system game inspired by the Clauser-Horne-Shimony-Holt (CHSH) game. For qubit systems subjected to unitary gates and projective measurements, we prove that any strategy in our game can be mapped to a strategy in the CHSH game,
Browne, Dan E.+4 more
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The aim of this article is to analyze the relationship between the assessment of RPG player’s own body and the appearance of the character created by the player in the wizard of this game.
Beata Łubianka, Piotr Długosz
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SOSIALISASI PERMAINAN TRADISIONAL UNTUK SISWA SD DI SDN 104202 BANDAR SETIA
Character formation should be done as early as possible. Early age is a time when a person gets the right to play with high intensity. One of the processes of character building can be done in the learning process of formal education.
Ade Evriansyah Lubis+4 more
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Attack on the clones: managing player perceptions of visual variety and believability in video game crowds [PDF]
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability.
Kirman, Ben+2 more
core +1 more source