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."
Sunday, September 19, 2010
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."
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."
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."
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."
"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."
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