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

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.

Continue reading “Model–data comparison”

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,

CFP: Game Research Methods

CALL FOR CHAPTER PROPOSALS

During the last few years, several textbooks for game students have become available. While these cover many areas well, the objective of this book is to provide a collection of research methods for undergraduate and graduate level students. The aim of the book is to provide a comprehensive overview of that ways games and phenomena surrounding them can be researched. The book is planned to consist of several individual chapters which are organized into sections showing three main approaches for game research:

  • studying games as artifacts
  • studying playing and gaming as activities
  • studying players and gamers

Each section is planned to include chapters that focus on basic research methods as well as methods for on design-oriented research.

Examples of topic for the sections include (but are not limited to):

  • methods for formal gameplay analysis
  • visual analysis of games
  • video analysis of gaming
  • methods of interviewing gamers
  • using statistical analysis
  • experimental or critical game design research
  • action research through game design
  • close readings of games
  • data mining of gameplay statistics
  • participatory observations of games

As a textbook, the chapters are intended to provide rationales for using methods, descriptions of best practices, as well as critically discussing the pros and cons of the method in focus.

Submission:
1000-1500 word (+ references) abstract giving clear outline of chapter as well as the short author bio. Email your submission to petri.lankoski@sh.se as a plain text (no attachments).

Deadline for the abstract submission: October 20, 2013.

Petri Lankoski & Staffan Björk