Sunday, September 19, 2010

Paper Presented at ICEC 2010, Korea

Explorations in Player Motivations: Virtual Agents

REF: Bostan, B.(2010). Explorations in Player Motivations: Virtual Agents. ICEC 2010 Conference, Seoul, Korea.

Creating believable agents with personality is a popular research area in game studies but academic research in this area usually focuses on one facet of personality. The present study proposes a motivational framework to predict goal-directed behaviour of virtual agents in a computer game and explores the opportunities of using personality
inventories based on the same motivational framework to design virtual agents with personality. The framework represented by this study takes into account psychological needs and their interrelations
for analyzing choices of virtual agents in a computer game.

"© SpringerLink, ICEC 2010. This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Poster Presented at ICEC 2010, Korea

The ‘Interactive’ Of Interactive Storytelling: Customizing The Gaming Experience,

REF: Bostan, B. & Marsh, T. (2010). The ‘Interactive’ Of Interactive Storytelling: Customizing The Gaming Experience. ICEC 2010 Conference, Seoul, Korea.

In this article, interactive storytelling is defined as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by computer games and basic components of player enjoyment such as difficulty levels and gaming rewards. In conducting an analysis of interactive storytelling systems, a user-centered approach to interactive storytelling is proposed.

"© SpringerLink, ICEC 2010. This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Paper Presented at Future-Learning 2010, Turkey

Gaming Technologies for Learning; Virtual Teams and Leadership Research in Online Environments

REF: Kaplancali, U. & Bostan, B.(2010). Gaming Technologies for Learning; Virtual Teams and Leadership Research in Online Environments. Future-Learning 2010, Turkey

Virtual worlds and games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from fast‐paced decision making. With its emphasis on leadership skills in virtual teams, this paper introduces main findings of several studies on leadership in multiplayer online environments including commercial online games. These studies main focus was on leadership styles in online environments.

"© Future-Learning 2010. This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Monday, March 15, 2010

Paper Presented at GAMEON-ASIA'2010, Shanghai

Explorations In Player Motivations : Game Mods

REF: Bostan, B. & Kaplancali, U. (2010). Explorations in Player Motivations: Game Mods. GAMEON-ASIA 2010 Conference, Shanghai, China.

This article aims to analyze player motivations derived from the needs framework of Murray (1938) in relation to user modifications (mods) to an existing commercial computer game. Although the restrictions imposed by the game mechanics significantly reduce the number of player needs satisfied by a game and trap the player within the common motivational cycle of Achievement, Aggression, Harmavoidance and Acquisition (Bostan and Kaplancali, 2009), this study shows that the game mods created by users attempt to compensate for this by satisfying the needs of Sentience, Exhibition, Recognition, Sex, Play and Affiliation.

"© Eurosis GAMEON 2010. This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Thursday, January 14, 2010

Words of Wisdom IV: Crysania from Legends, Book III - Test of the Twins

"As I stand in darkness," she said, her clear voice rising sweet and pure among the songs of the larks, "I feel the warmth of the light upon my skin and I know my face is turned toward the sun. I can look into the sun, for my eyes are forever shrouded by darkness. But if you who can see look too long in the sun, you will lose your sight, just as those who live too long in the darkness will gradually lose theirs.

"This Elistan taught-that mortals were not meant to live solely in sun or in shadow, but in both. Both have their perils, if misused, both have their rewards. We have come through our trials of blood, of darkness, of fire-" Her voice quavered and broke at this point. Those nearest her saw tears upon her cheeks. But, when she continued, her voice was strong. Her tears glistened in the sunlight.

"We have come through these trials as Huma came through his, with great loss, with great sacrifice, but strong in the knowledge that our spirit shines and that we, perhaps, gleam brightest among all the stars of the heavens.

"For though some might choose to walk the paths of night, looking to the black moon to guide them, while others walk the paths of day, the rough and rock-strewn trails of both can be made easier by the touch of a hand, the voice of a friend. The capacity to love, to care, is given to us all the greatest gift of the gods to all the races."

Saturday, December 26, 2009

Paper Presented at Entertainment=Emotion, Spain

In Pursuit of Optimal Gaming Experience: Challenges and Difficulty Levels

REF: Bostan, B. & Ogut, S. (2009). In Pursuit of Optimal Gaming Experience: Challenges and Difficulty Levels. Entertainment=Emotion Conference, Spain.

This paper presents basic principles for designing game challenges as well as the requirements and qualities required to achieve maximum enjoyment. Special emphasis is given to the accumulated knowledge of Wizards of the Coast (and formerly TSR) in designing role-playing games. Different player types are discussed, the nature of the difficulty curve is examined, and the relationship between player satisfaction and different levels of difficulty is analyzed with a case study.

"© Entertainment=Emotion, Centro de Ciencias de Benasque Pedro Pascual (CCBPP). This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Killer Readings: on Video Games


Title: Game Cultures: Computer Games as New Media
Type: Book
Full Reference: Dovey, J. and Kennedy, H.W. (2006). Game Cultures: Computer Games as New Media. New York: Open University Press.
Comment: Exceptional book that focuses on video games from a new media and CMC perspective.

Videodrome II - Gamer Generation



Visit YouTube to watch the 9 episodes.

Words of Wisdom III: Henry Miller

When one is trying to do something beyond his known powers it is useless to seek the approval of friends. Friends are at their best in moments of defeat - at least that is my experience. Then they either fail you utterly or they surpass themselves. Sorrow is the great link - sorrow and misfortune. But when you are testing your powers, when you are trying to do something new, the best friend is apt to prove a traitor. The very way he wishes you luck, when you broach your chimerical ideas, is enough to dishearten you. He believes in you only in so far as he know you; the possibility that you are greater than you seem is disturbing, for friendship is founded on mutuality.

Henry Miller - Sexus

Paper Presented at GAMEON'09, Germany

Explorations In Player Motivations : Game Mechanics

REF: Bostan, B. & Kaplancali, U. (2009). Explorations in Player Motivations: Game Mechanics. GAMEON’2009 Conference, Germany.

This article investigates the relations between player needs and the driving game mechanics behind them. It is shown that the restrictions imposed by the game mechanics significantly reduce the number of player needs satisfied by a game, thereby trapping the player within the common motivational cycle of Achievement, Aggression, Harmavoidance and Acquisition. This motivational study on gaming experience should facilitate the design of computer games that satisfy a broader range of player needs by providing ways to investigate the matching actions for each individual need while identifying the common patterns imposed by game mechanics.

"© Eurosis GAMEON 2009. This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Killer Readings: on Interactivity


Title: Assessing Interactivity in Computer-Mediated Research
Type: Book Chapter
Full Reference: Rafaeli, S. and Ariel, Y. (2007) "Assessing Interactivity in Computer-Mediated Research", In Joinson, A.N., McKenna, K.Y.A., Postmes, T. and Rieps, U.D. (Eds.) The Oxford Handbook of Internet Psychology , Oxford University Press, (Chapter 6, pp. 71-88).
Comment: Everything you need to know about interactivity.

Thursday, December 24, 2009

Words of Wisdom II - Hagakure: Book of the Samurai

When intimate friends, allies, or people who are indebted to you have done some wrong, you should secretly reprimand them and intervene between them and society in a good manner. You should erase a person's bad reputation and praise him as a matchless ally and one man in a thousand. If you wilt thus reprimand a person in private and with good understanding, his blemish will heal and he will become good. If you praise a person, people's hearts will change and an ill reputation will go away of itself. It is important to have the single purpose of handling all things with compassion and doing things well.

Paper Presented at ISAGA2009, Singapore

Game Challenges and Difficulty Levels: Lessons Learned From RPGs

REF: Bostan, B. & Ogut, S. (2009). Game Challenges and Difficulty Levels: Lessons Learned From RPGs. ISAGA2009 Conference, Singapore.

This article focuses on game challenges, difficulty levels, and their effects on player enjoyment. Different character development systems are delineated, elements of character creation and progression in AD&D games are examined in comparison with another contemporary gaming system. Advantages and disadvantages of different techniques used in adjusting game challenges are discussed, the nature of the difficulty curve is analyzed from a cognitive science perspective and an ideal difficulty curve for game comparisons is proposed.

"© ISAGA2009. This is the author's version of the work. It is posted here for your personal use. Not for redistribution."

Videodrome I - Social Media Revolution

Words of Wisdom I - Chris Crawford

Scientists, engineers, and mathematicians are not just unschooled in the humanities; they actively dismiss the arts and humanities as soft-headed wastes of time. The arts and humanities people have gone just as far in the other direction: They simply refuse to have anything to do with the sciences and disparage science as "linear thinking". We are paying the price for this pigheadedness in the field of interactive storytelling. Interactive storytelling requires creative people who straddle the divide.

Chris Crawford - Chris Crawford on Interactive Storytelling