1,720,963 research outputs found

    Mechanisms of the Soul - Tackling the Human Condition in Videogames

    No full text
    Focusing on games’ specific affectivei, procedural and metaphoricalii potential, this paper is going to explore three devices for the purposeful design of games that tackle the human condition. Device I “Fictional Alignment” matches game structures to fictional themes in order to expand games’ emotional palette through leveraging the affective strength of game emotions and shaping their meaning through fictional contextualization. Device II, “Procedurality”, discusses the potential and limits of procedural expression to enhance our understanding of the mechanisms inherent to the human condition. Device III, “Experiential Metaphor”, investigates the metaphorical potential of game aesthetics and how it can help to make abstract experiences such as emotional processes and mental states emotionally tangible. Since these devices are based on characteristics that coexist in games, they are not mutually exclusive. However, discussing them separately should facilitate their deliberate use

    Games about LOVE and TRUST?: harnessing the power of metaphors for experience design

    No full text
    In this paper we will tackle the question of how thinking about game design as metaphorical process can help game designers to systematically expand the experiential scope of videogames. Sharing Eric Zimmerman's and Katie Salen's frustration with the reality of the game store, the "endless racks of adolescent power fantasies, witless cartoon characters, and literal minded sports simulations." [2004], we set out to explore the potential for future development of games that are about something, that tackle complex concepts and ideas in a medium-specific manner and thus provide players with thought-provoking, and insightful experiences. Central to our investigations is digital games' natural affinity to metaphors. Metaphors can enter games in a variety of ways. In the following we are going to focus on two of them: interface metaphors that provide the very foundation for the communication between game and player, and games that are based as a whole on metaphorically-structured abstract concepts such as LOVE or TRUST. Applying Lakoff's and Johnson's research on "metaphors we live by" [1980] to game studies, we will identify potential for future development and give suggestions of how it can be tapped. Qualitative analyses of existing game examples will round up our explorations of how harnessing the power of metaphors in game design can create rich and insightful game-play experiences

    Going Beyond Counting First Authors in Author Co-citation Analysis

    Get PDF
    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

    Get PDF
    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

    Get PDF
    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

    Get PDF
    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

    No full text
    Nao informado

    koamabayili/VECTRON-author-checklist: VECTRON author checklist

    No full text
    We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used

    Navigating Existential, Transformative Game Design [Elektronisk resurs]

    No full text
    Games have the power to move players profoundly and ignite personal transformationand growth, as illustrated by our own gameplay histories as well as numerousanecdotes from our gameplaying network of friends, colleagues and students. Theonly way, though, to legitimately claim a game to be a game for change, it seems, is ifsaid change can be quantified and measured. Measuring change, however, is mostpossible, if it is agenda driven and has clearly defined pre / post conditions. Such anapproach is proposed by Culyba’s (2018) Transformational framework, which hasbecome the state of the art in the games for change community. This is problematicfor two main reasons: 1) it limits the kinds of change we aim to design for to thosethat are measurable and 2) it precludes us from being able to acknowledge andmeaningfully discuss powerful, but less clearly measurable, transformations. A largepart of games’ transformative potential thus remains either unrealized or invisible. Infact, as Paulo Pedercini (2014) noted at a keynoted at Games 4 Change, “the kinds ofchange we can clearly measure are not all that interesting”. This work explores howwe can intentionally design for personal transformation without pre-determining thekind of change the game should ignite or seeks to impose upon its players. Itdiscusses how we can facilitate profound, organic inner shifts through our designsthat allow players to “respond to them of themselves, with recognition, uncoerced.”(Campbell 1991, p.3).</p
    corecore