A free R book:
Classical game now at Internet Achieve
Today, the Internet Archive announces the Historical Software Archive, a collection of prominent and historically notable pieces of software, able to be run immediately in your browser. They range from pioneering applications to obscure forgotten utilities, and from peak-of-perfection designs to industry-crashing classics. (http://blog.archive.org/2013/10/25/microcomputer-software-lives-again-this-time-in-your-browser/)
And the direct link to the archive: https://archive.org/details/historicalsoftware
R^2 for Generalized Mixed Models
Note for myself. Check this:
Nakagawa, S. & Schielzeth, H., 2013, A general and simple method for obtaining R2 from generalized linear mixed-effects models. Methods in Ecology and Evolution, 4: 2, pp 133–142, DOI: 10.1111/j.2041-210x.2012.00261.x
EDIT 20131027:
R implementation is available: http://jslefche.wordpress.com/2013/03/13/r2-for-linear-mixed-effects-models/
Also MuMIn package contains implementation (http://cran.r-project.org/web/packages/MuMIn/index.html)
The Philosophy of Computer Games 2013 Conferences Papers / Presentations
There are (again) great set of papers from The Philosophy of Computer Games 2013 conferences available on their website gamephilosophy2013.b.uib.no/papers-and-slides/.
Facial expressions of (some) emotions are inborn?
Couple of staring points for reading (beyond Paul Ekman’s publications):
- Peleg et al, 2006, Hereditary family signature of facial expression. PNAS, 103: 43. DOI: 10.1073/pnas.0607551103
- Matsumoto & Willingham, 2009, Spontaneous facial expressions of emotion of congenitally and noncongenitally blind individuals. Journal of Personality and Social Psychology, 96: 1. DOIi: 10.1037/a0014037
Models for Story Consistency and Interestingness in Single-Player RPGs
Petri Lankoski
Published in Academic MindTrek 2013
(c) Petri Lankoski 2013. This is the author’s version of the work. It is posted here for your own personal use. Not for redistribution. The definitive version was published in Academic MindTrek 2013. http://dx.doi.org/ [LINK TO BE ADDED]
ABSTRACT
What are the elements that aect story interestingness or consistency in single-player videogames? The question is approached by comparing player evaluations (N=206) of 11 videogames against a set of features derived by formal (qualitative) analysis. Ordinal regression was used to analyze the collected data. The study posits that dialogue system, romance, moral choice, appearance customization, and support for dierent play styles relate to story evaluation. Females tend to judge game stories more favorably and those with doctoral degree less favorably than players with other education.
Categories and Subject Descriptors K.8.4 [Personal Computing]: General|Games
General Terms: Experimentation
Keywords: ordinal regression, games, storytelling, story consistency, story interestingness
Continue reading “Models for Story Consistency and Interestingness in Single-Player RPGs”
My MindTrek2013 presentation on game story
My MindTrek 2013 presentation: http://www.slideshare.net/slideshow/embed_code/26820610
The presentation relates to my paper
- Lankoski, 2013. Models for story consistency and interestingness in single-player rpgs. MindTrek 2013. The authors version is available on my blog: /2013/10/03/models-for-story-consistency-and-interestingness-in-single-player-rpgs/
List of good postmortems and design docs
Williams: “In this post, I’ve collated some of my favourite post mortems, game design documents, and design analyses for mainstream games[…]” http://hub.tutsplus.com/articles/15-analyses-post-mortems-and-game-design-docs–gamedev-11554
Model–data comparison
I wrote some code to check my ordinal / clmm models against the data (and to learn to use ggplo2).
The function pred() is from clmm tutorial to calculate predictions based on the model. The function plot.probabilities3() is for plotting prediction and distribution form the data.
Update: changed extreme subject visualization. Area seemed not appropriate when average player is not always inside the area.
IJRP issue 4 is out
International journal of role-playing published issue 4. It contains following articles:
- Bowman, S.L.: Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study
- Much of the current research in the field of role-playing studies focuses upon the positive impact that games can have on the lives of participants. This research describes potential problems within role-playing communities.
- Ilieva,A.: Cultural Languages of Role-Playing
- Role-play interaction in live roleplaying games is also language interaction. Role-playing language is different from everyday language, because the worlds created in role-play are not just a reflection or extension of everyday life.
- Jara, D.: A Closer Look at the (Rule-) Books: Framings and Paratexts in Tabletop Role-playing Games
- As texts which are based on collaborative and interactive narration, tabletop – also known as “pen and paper” – roleplaying games (TRPGs) are distinct in their technological simplicity.
- Mochochi, M.: Edu-Larp as Revision of Subject-Matter Knowledge
- The paper presents theoretical foundations of the author’s approach to the design of edularps. It is deliberately steering away from cross-disciplinary teaching, artistic education or soft skills training in order to advocate larps tailored to single school subjects, focused on integration and consolidation of curricular knowledge.
- Stenros, J.: Between Game Facilitation and Performance: Interactive Actors and Non- Player Characters in Larps
- The challenge of combining narrative and gameplay in live action role-playing games (larps) has been successfully negotiated with the use of runtime game mastering and interactive actors (ractors) performing non-player characters (NPC).
The issues is available on http://ijrp.subcultures.nl/?page_id=318,
