11603 research outputs found
Sort by
Remember
Remember, taken by Heidi Schmitt on the Linfield University Spring Semester Abroad Program in Normandy, France. 3rd place, People division, in the 2023 Linfield University Study Abroad Photo Contest.https://digitalcommons.linfield.edu/intl_photos2023/1014/thumbnail.jp
Analyzing Wordle Statistics to Create a Model
Using the data provided by The New York Times on their game Wordle , it is possible to construct a model that predicts certain statistics about the game. Such as assigning any five-letter word a probability distribution pertaining to what percentage of players guess the word correctly on the 1st, 2nd, 3rd... Up to the 6th guess. The model works by assigning a difficulty value to the chosen word, then a probability distribution is generated based on the rules of the model for that difficulty value. Predicting the number of players, and number of players in hard mode is also possible
Epic Scenery in New Zealand
Postcard from Faith Bonacorsi, during the Linfield University Spring Semester Abroad at University of Otago in New Zealand
Mary Bjelland Labels Wine
Mary Bjelland manually applies wine labels to blank bottles.https://digitalcommons.linfield.edu/owha_bjelland_photos/1011/thumbnail.jp
Q&A with Joseph Hunter
New vice president for university advancement discusses his path to Linfield
Empowerment
Empowerment, taken by Sabrina Anderson on the Linfield University January Term Abroad Program in India. 2nd place, People division, in the 2023 Linfield University Study Abroad Photo Contest.https://digitalcommons.linfield.edu/intl_photos2023/1013/thumbnail.jp
Self Presentation and Blended Identity in the Everyday Virtual Life: A Case Study of Fallout 76
Self-presentation in a virtual online context has taken on an increasingly significant and complex role due to the exponential growth of online presence, personas, avatars, and subsequent role-playing behavior, expanding the various ways in which we present ourselves in virtual spaces. The emergence of this “virtual self” comes with the growing options for online interaction, including social media, blogs, forums, and a wide variety of interactive video games. Reliable and enduring elements of the virtual setting have helped to foster and create a sense of relatable community. Through repeated and ritualized virtual interaction, users generate novel community norms that arise from their routine encounters.
In this thesis, I examine the role of self-presentation in online multiplayer gameplay settings to understand how social actors present themselves and negotiate online and offline identities in virtual spaces. In particular, I examine the presentation of self, and the “blended self”, in the dystopic open-world role-playing game, Fallout 76. Through this ethnographic research, I demonstrate that in this particular virtual world the communal norms are altruistic. However, unlike works like Solnit (2009), these behavioral norms do not emerge as a direct result of the natural disaster, despite many similarities. They are a by-product of the player\u27s attempt to recreate himself in this online frame and a functioning community within the already established game that ultimately reciprocates this altruism. Through this research I aim to examine what sustains this behavior and what leads to altered player behavior that does not match the troll-esque stereotypes that many associate with big name games