more entertaining a game is, the less effective it is as a learning tool; the converse is also true. In fact, the quintessential combination of entertainment and learning seems almost impossible to achieve. This ideal scenario comes from... more
Little work has examined the manner in which the Dark Triad may function in relationship contexts. In this online, international study (N = 302), we correlated the Dark Triad with love styles. Individuals who scored high on the Dark Triad... more
Social media technologies let people connect by creating and sharing content. We examine the use of Twitter by famous people to conceptualize celebrity as a practice. On Twitter, celebrity is practiced through the appearance and... more
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more... more
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what... more
Traditional neuroimaging studies have mainly focused on brain activity derived from a simple stimulus and task. Therefore, little is known about brain activity during daily operations. In this study, we investigated hemodynamic changes in... more
This paper reports on findings from a three-year, Canadian federally funded research project entitled "Education, Gender and Gaming". Our study of gender and digital game-playing was driven by two significant factors: first, that far more... more
Five studies investigated the links among narcissism, self-esteem, and love. Across all studies, narcissism was associated primarily with a game-playing love style. This link was found in reports of general love styles (Study 1a) and of... more
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and... more
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One of the most influential gaming trends today, Massively Multi Online Role Playing Games (MMORPG), poses new questions about the interaction between the players in the game. Previous work has introduced concepts such as community,... more
This article reports two experiments that compared the standard ultimatum game played by individuals with the same game played by three-person groups. In the group treatment, the members of the allocating group conducted a brief,... more
Transfer effects of playing an auditory game with a virtual auditory display (VAD) were investigated. Furthermore, we analyzed the effects of playing the VAD game on sound localization performance under subjects' own head-related transfer... more
In this paper we reject the Cartesian view of the mind expressed as speech and the body expressed through action as separate entities. Instead, we argue for the more holistic concept of an ?embodied mind'. that recognises practice as an... more
Which functions should be decentralized (resp. centralized) once lobbying behavior is taken into account? In a two-region economy, two regional firms may either lobby in the market, to increase regional public good provision, or for the... more
Grounded in the interactional paradigm for the study of bilingual language use, this paper investigates how players engaged in a collaborative game-playing activity orient to the co-presence of two languages in the setting and deploy... more
It is often claimed that certain behavioral problems in domestic dogs can be triggered by the games played by dog and caregiver (owner). In this study, we examine possible links between the types of games played and dimensions of the... more
We examined whether a theoretically based number board game could be translated into a practical classroom activity that improves Head Start children's numerical knowledge. Playing the number board game as a small group learning activity... more
A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments and traditional learning... more
This paper explores how the social relations embedded in varied gaming spaces affect players' online gaming experiences, and how gender comes into play in such spatial experiences. Three major sites of online gaming in Taiwan are... more
Research in Artificial Intelligence has always had a very strong relationship with games and game-playing, and especially with chess. Workers in AI have always denied that this interest was more than purely accidental. Parlor games, they... more
While recently the strength of chess playing programs has grown immensely, their capability of explaining in human understandable terms why some moves are good or bad has enjoyed little attention. Progress towards programs' ability to... more
In the past decade, several arm rehabilitation robots have been developed to assist neurological patients during therapy. Early devices were limited in their number of degrees of freedom and range of motion, whereas newer robots such as... more
This research tests whether theoretical constructs typically associated with male perpetrators of sexual coercion are predictive of women who perpetrate sexual coercion. We administered a questionnaire that contained measures of sexual... more
We propose an approach to the learning of long-term plans for playing chess endgames. We assume that a computer-generated database for an endgame is available, such as the king and rook vs. king, or king and queen vs. king and rook... more
Homeland security requires technologies capable of positive and reliable identification of humans for law enforcement, government, and commercial applications. As artificially intelligent agents improve in their abilities and become a... more
For the past decade, the number of computers in the home have been steadily increasing. Yet relatively little is known about how children are actually using computers at home. This article elaborates on the results of a survey in which... more
While recently the strength of chess playing programs has grown immensely, their capability of explaining in human understandable terms why some moves are good or bad has enjoyed little attention. Progress towards programs' ability to... more
This paper presents a gameplay experience model, assesses its potential as a tool for research and presents some directions for future work. The presented model was born from observations among game-playing children and their non-player... more
A somatosensory interactive system based on computer vision and augmented reality (AR) techniques using the Kinect device is proposed, on which a game of harvesting three kinds of fruit can be played for food and agricultural... more
The alpha-beta algorithm for searching decision trees is adapted to allow parallel activity in different parts of a tree during the search. The algorithm has been implemented in a procedural simulation language (GASP IV). The simulation... more
Computer games have been around for almost as long as computers. Most of these games, however, have been designed in a rather ad hoc manner because many of their basic components have never been adequately defined. In this paper some... more
This paper demonstrates the use of genetic algorithms for evolving a grandmaster-level evaluation function for a chess program. This is achieved by combining supervised and unsupervised learning. In the supervised learning phase the... more
Modern game playing programs use opening books in order to perform better. Generating opening books automatically in combination with an αβ program has been well studied. A challenge is to generate automatically an opening book for the... more
The MoGo program combines all-moves-as-first (AMAF)/rapid action value estimation (RAVE) values, online "upper confidence tree (UCT)-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of... more
Micro-political conflicts associated with corporate internationalization have been neglected by and large in the literature so far. Despite early consideration by the behavioral theory of internationalization, the specific strength of a... more
This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships. Twenty-one participants completed an online synchronous interview in... more
Personalizing the playing experience is a key factor in making players of computer games feel involved in the virtual world; however, current Massively Multiplayer Online Role Playing Games only to a limited degree allocate development or... more
From 1955 to 1965, the most well-known checker-playing program was Samuel's (1967, 1959). This work remains a mile-stone in AI research. Samuel's program report-edly beat a master and solved the game of checkers. Both... more
In this paper we compare simulator sickness symptoms produced by racing game in three different conditions. In the first experiment the participants played the Need for Speed car racing game with an ordinary 17" display and in the second... more