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1

Soemitha, Geovanny Valerian, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME MOBILE ARCADE “COVID GO AWAY” BER PLATFORM ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 85. http://dx.doi.org/10.24912/jiksi.v9i1.11564.

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“Covid Go Away” is an arcade game with a campaign theme. This game is played on Android devices with minimum API Level Android 4.4 "Kit Kat" (API Level 19). The program used to make this game is Unity 2018.4.15f1 with the C# programming language. Game "Covid Go Away" consists of 6 mini games. Each mini game content information product in life during a pandemic. If the player's score has reached a certain score, the player will get a prize which can be seen on the main menu. Based on the results of beta testing with 34 respondents, the game "Covid Go Away" has succeeded in delivering information about healthy living as well as informing players to maintain their health.
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Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

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This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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Gee, Low Ann, Ambusam Subramaniam, Sivaguru Muthusamy, and Rajkumar Krishnan Vasanthi. "DOES PLAYING LOCATION-BASED AUGMENTED REALITY GAME INCREASES THE LEVEL OF PHYSICAL ACTIVITY?" Journal of Experimental Biology and Agricultural Sciences 9, Spl-1- GCSGD_2020 (2021): S182—S186. http://dx.doi.org/10.18006/2021.9(spl-1-gcsgd_2020).s182.s186.

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Recently, there are an increasing trend in location-based augmented reality (AR) games that require players to move around physically to acquire the in-game features as well as game bonuses. The introduction of this location-based augmented reality (AR) games, specifically, Pokémon Go, has made the players physically move around to achieve higher levels and indirectly, improves the level of physical activity. Thus, the objective of the current study is to examine the association between the time spent playing location-based AR games specifically Pokémon Go, and the level of physical activity of the players in Malaysia. A self-administered questionnaire was circulated among Pokémon Go players and based on the inclusion and exclusion criteria, 47 players were recruited in the study. Global Physical Activity Questionnaire (GPAQ) was used to identify the level of physical activity. The association between time spent playing Pokémon Go and level of physical activity were examined using the Chi-square test. The results of the current study showed no significant association between days spent playing Pokémon Go and level of physical activity (p = .14), hours spent playing Pokémon Go and physical activity (p = .516), or between daily hours spent playing Pokémon Go and daily sedentary time (p = .283). Nevertheless, the mean of the study reported that the physical activity level of the players increased concurrently as the player’s game frequency increases. Further studies are required to shed light on how location-based AR games can be implemented as potential strategies to engage an active lifestyle.
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Barollet, Théo, and Colin Le Duc. "A Statistical Analysis of Amateur Go players to Assist AI-cheating Detection." Journal of Go Studies 17, no. 2 (2023): 89–106. http://dx.doi.org/10.62578/980526.

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Since the democratization of powerful AI engines for the game of Go, it is not uncommon to see a drastic level increase of some players that must be explained with the help of AI. This is considered cheating and forbidden by most organizations. When looking at online beginners and stronger amateur players, we discovered that they can display playing strength below professional level and still confidently win the game, as opposed to professional players. This makes using only AI-likeness metrics not sufficient to detect such players. We propose a method based on the analysis of a player’s performance considering point loss distribution over several games, taking into account only relevant moves of a game. We still use an AI-likeness metric for analyzing individual games where the use of AI may not be consistent. We evaluated our methods on two European go official online leagues, where cheating detection was already performed (for a total of about 150 unique regular players, with levels ranging from 20 kyu to 5 European dan). We show that our system confirmed 5 cases of players previously banned for cheating (out of 6). Our methods do not set out to categorize players between “cheaters” and “not cheaters,” but rather rank them in order of suspicion, for the sake of assisting referees and providing them a way to effectively investigate suspicious players over time.
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Schlomann, Anna, and Peter Rasche. "Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games." Computer Games Journal 9, no. 4 (2020): 383–99. http://dx.doi.org/10.1007/s40869-020-00114-4.

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Abstract In 2019, the Harry Potter-themed augmented reality (AR) game Wizards Unite was released, one which employed the same game mechanics as Pokémon Go. In order to explore the similarities and differences in players’ perceptions, motivations to play, and missing functions in Wizards Unite and Pokémon Go, we conducted a web-based survey which targeted active players of Wizards Unite 14 weeks after its release. The results are compared to a survey applying the same methodology and questions directed at active players of Pokémon Go. An important reason why many players started playing Wizards Unite was that they were already Harry Potter fans. For Wizards Unite players the motivation stemming from public attention was lower compared to that for Pokémon Go players. The main motivating factors drawing players to these games include fun, curiosity, and being physically active. The AR function was not mentioned as a motivating factor for either game. The aspect of players being able to collect and complete the game was more of a motivation for playing Pokémon Go. Although the game mechanisms are similar, we identified specific differences in the motivational factors of the two games. The main difference is the misfit between the general game story with hunting and collecting within the Harry Potter universe. Nevertheless, the theme of the game and its background story can be important long-term motivating factors of Wizards Unite. The findings in this paper provide insights into how one can create AR games that meet players’ needs.
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Laato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.

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Exergames, i.e. games which aim to increase player’s physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokémon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokémon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokémon GO are present in other similar games. In order to broaden the understanding of LBGs as exergames, this study investigates the gameplay features and initial reactions of early adopters to a game called Harry Potter: Wizards Unite (HPWU) which was launched in summer 2019. A questionnaire (N=346) was sent to HPWU players to measure the effects playing the game has on their physical activity. During the first week of play, an increase in mild physical activity was recorded among HPWU players, similar to what has been reported with Pokémon GO. Also almost half of respondents (46,82%) reported to play the game socially, showcasing how LBGs can generally have a positive impactalso on players’ social well-being.
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Jenson, Jennifer, Nicholas Taylor, and Suzanne De Castell. "Epidemic: Learning Games Go Viral." Journal of the Canadian Association for Curriculum Studies 8, no. 2 (2011): 28–49. http://dx.doi.org/10.25071/1916-4467.30960.

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In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a timely project, given the ongoing anxieties, and false (and not so false) alarms, over SARS, Avian Flu, and H1N1. The game Contagion, the forerunner to Epidemic, mobilized the conventions and mechanics of single-player adventure games to engage players 'experientially' with health- and disease-related understandings: we configured the same basic self-care information as "narrative knowledge", intended to mobilize players' attention and intelligence voluntarily, using narrative as a rhetorical strategy. We were using narrative's traditional, paradigmatic function within literate cultural forms of interpellation - stories of playful, pleasurable persuasion designed to engage players, Epidemic takes a decidedly different tack towards delivering the same educational content. Reconfiguring digital play within social networking conventions affords us a design-based platform for fundamental theory development in game-based learning. Epidemic's modular, Flash and XML-based design allows for accessible and straightforward creation and editing of educational content, both textual and visual: players can generate and publish their own virus-like avatars, stop-motion animations, and disease-related public service announcements. Some interesting divergences in play-based education on community health/self care, between interactive narrative and social-networking configurations for ludic knowledge representation, appear noteworthy. Our user-testing, we argue, signifies a further innovation in the field of educational game design, leaving behind the clichéd concern over 'what did you learn today' in favor of focusing on when and how laughter, engagement and attention are most at work. Taken together, these innovations instantiate an approach to digitally-mediated learning that construes and practices assessment differently than in traditional education (and in educational technology design), which are more concerned with propositionally identifiable learning outcomes. In the case of Epidemic, however, we are more concerned with how play-based learning design can best support the cultivation of responsible and critically-informed attitudes towards public health.
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Abd Wahab, Siti Aminah, Nur Hafifah Jamalludin, and Saodah Wok. "Factors Determining Pokémon Go Addiction in Malaysia." GATR Journal of Management and Marketing Review 2, no. 2 (2017): 73–78. http://dx.doi.org/10.35609/jmmr.2017.2.2(11).

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Objective - This study focuses on factors determining Pokémon Go addiction behaviour among players in Malaysia. Using the Personal Construct Theory (PCT), the relationship between perception of Pokémon Go players and their addiction behaviour toward the game is examined. The objectives of this study are (1) to identify the levels of perception and addiction behaviour of the Pokémon Go players in Malaysia; (2) to determine the relationship between perception and addiction behaviour of the Pokémon Go players; and (3) to investigate the moderating effects of age, gender and ethnicity on the relationship between perception and addiction behaviour of the Pokémon Go players. Methodology/Technique - The study employs the quantitative research design. The data are collected from 270 respondents using a self-administered questionnaire. Findings – The results show that even though the addiction behaviour of Pokémon Go players is low, the perception of Pokémon Go players towards the game is positive. Therefore, both addiction behaviour and perception are positively related. Age and gender are found to be moderate in the relationship between perception and addiction behaviour. With these results, the assumptions of PCT hold true. Novelty - The present study examines the relationship between perception of Pokémon Go players and their addiction behaviour toward the game. This research can provide insights regarding mobile gaming having similar features as the Pokémon Go. Type of Paper - Empirical Keywords: Gender; Malaysia; Mobile Games; Perception on Pokémon Go; Personal Construct Theory. JEL Classification: D11, L82, L86.
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Malik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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Khlomov, K. D., and D. G. Davydov. "What the Pokemon Go have study adolescents for?" Psychological-Educational Studies 9, no. 4 (2017): 86–98. http://dx.doi.org/10.17759/psyedu.2017090409.

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The paper reports the results of the research on the adolescents – Pokemon Go players. The hypotheses towards the role of the games with virtual and augmented reality within the modern society presented in the scientific literature are discussed. The aim of this research was to check the link between personal characteristics, the social situation factors (e.g. family context), young men images about him or herself, and meaning and personal value of the game. The results of the structured interviews with 44 adolescents playing Pokemon Go on the street are given; the players’ representations towards themselves, their social environment, and the game are discovered. The conclusions about the meaning of the virtual, geographic, and social realities integration and social and family environment influence on the game involvement are made. The psychological mechanisms of the involvement into the game and the role of the social and family environment are discussed. In this article was made the conclusions about the role of virtual, geographic, social reality integration, social and family role, and psychological mechanism to be involved in the game. Subjective space transformation and the changes in everyday city landscape meanings conditioned by the game are discussed. The game allows the adolescents and youth to see the reality out of the everyday routine.
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Salen Tekinbaş, Katie. "Afraid to roam: The unlevel playing field of Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 34–37. http://dx.doi.org/10.1177/2050157916677865.

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All games contain conflict, and all good games have uncertain outcomes. Whether conflict over resources, knowledge, or territory, to name a few types, games challenge players to overcome obstacles in interesting and fun ways. Pokémon Go challenges players to find and capture Pokémon, which requires time, patience, skill, and the freedom to access the game map (i.e., spaces in the real world) to its fullest extent. When players are denied full access, either through a technical glitch in the game—like when a server crashes or when networks become unavailable—or through real or imagined threats of violence or harassment, the game becomes inherently unfair. How might we make sense of issues of accessibility, privilege, and race raised by the game? When players say “I might die if I keep playing” (Akil, 2016), what might we learn about the limits of mobility and the ways in which pervasive play comes to be embedded in society?
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Evans, Leighton, and Michael Saker. "The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability." Mobile Media & Communication 7, no. 2 (2018): 232–47. http://dx.doi.org/10.1177/2050157918798866.

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Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses from users of Pokémon Go geographically spread across the globe. Drawing on the concept of the “playeur” as an established approach to understanding the effects of locative play on spatiality and sociability, this research follows three lines of enquiry. First, the research examines whether the intermingling of play and ordinary life might encourage players to spend more time outside in public spaces, and how this mode of play is experienced. Second, the research explores whether the game mechanics of Pokémon Go might lead players to traverse their environment using modified routes, as well as to frequent new places. Third, the research examines whether the praxis of Pokémon Go might enable new forms of sociability to emerge that extend beyond earlier HRGs.
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Jørgen Jacobsen, Hans. "On the Foundations of Nash Equilibrium." Economics and Philosophy 12, no. 1 (1996): 67–88. http://dx.doi.org/10.1017/s0266267100003722.

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The most important analytical tool in non-cooperative game theory is the concept of a Nash equilibrium, which is a collection of possibly mixed strategies, one for each player, with the property that each player's strategy is a best reply to the strategies of the other players. If we do not go into normative game theory, which concerns itself with the recommendation of strategies, and focus instead entirely on the positive theory of prediction, two alternative interpretations of the Nash equilibrium concept are predominantly available.In the more traditional one, a Nash equilibrium is a prediction of actual play. A game may not have a Nash equilibrium in pure strategies, and a mixed strategy equilibrium may be difficult to incorporate into this interpretation if it involves the idea of actual randomization over equally good pure strategies. In another interpretation originating from Harsanyi (1973a), see also Rubinstein (1991), and Aumann and Brandenburger (1991), a Nash equilibrium is a ‘consistent’ collection of probabilistic expectations, conjectures, on the players. It is consistent in the sense that for each player each pure strategy, which has positive probability according to the conjecture about that player, is indeed a best reply to the conjectures about others.
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Lee, Jung Eun, Nan Zeng, Yoonsin Oh, Daehyoung Lee, and Zan Gao. "Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review." Journal of Clinical Medicine 10, no. 9 (2021): 1860. http://dx.doi.org/10.3390/jcm10091860.

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Augmented reality (AR) mobile game, Pokémon GO, leverages gamification and location tracking technology to encourage players to walk in different places to catch Pokémon characters in real-world settings. The systematic review sought to explore the impact Pokémon GO has on players’ physical activity (PA), and psychological and social outcomes. Six research databases (PubMed, SPORTDiscus, PsycInfo, Web of Science, Science Direct, and Scopus) were used. Study inclusion criteria were: (1) quantitative research published in English; (2) examined the relationships between or impact of Pokémon GO on PA, psychological, and/or social outcomes; and (3) included participants played or exposed to Pokémon GO. Thirty-six studies were included with a total sample of 38,724 participants. Players had significantly greater PA than non-players in terms of daily steps and number of days spent in moderate PA. Pokémon GO game also improved players’ social interactions and their mood/affects. Selective attention and concentration improved in adolescents and memory improved in young adults after playing the game. Findings suggest playing Pokémon GO could promote meaningful improvements in walking behavior, as well as psychological and social well-being. More multidimensional research with randomized controlled trial design is needed to identify factors that influence adoption and sustainability of Pokémon GO playing.
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Rendu, Quentin. "Go Players Should Not Trust AI Win Rate." Journal of Go Studies 17, no. 2 (2023): 61–88. http://dx.doi.org/10.62578/476299.

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The advent of artificial intelligence (AI) has transformed the landscape of various strategic games, including Go. In 2016, the AI-powered engine AlphaGo defeated one of the world’s strongest players. Since then, Go engines have routinely been used by amateur and professional Go players to analyse theirgames. In the early stages of AI analysis, Go players relied solely on the AI win rate, the only available indicator. However, the AI win rate does not accurately reflect the win rate of human Go players and might be misleading. Katago, first released in 2019, is the first engine to provide score predictions in addition to win rates. While it is now possible to evaluate board positions with a score, it remains unclear how this score translates into human win rates. In this work, a large database of online and professional games is analysed to extract the win rate of a human player based on their strength and the stage of the game. As expected, the human win rate is significantly lower than the AI win rate, even for 9dan professional players. A general formula is provided to compute the win rate based on player strength and move number. This feature offers new insights into the relative importance of mistakes and can assist players in making improved decisions during games.
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van Reijmersdal, Eva A., Jeroen Jansz, Oscar Peters, and Guda van Noort. "Why girls go pink: Game character identification and game-players’ motivations." Computers in Human Behavior 29, no. 6 (2013): 2640–49. http://dx.doi.org/10.1016/j.chb.2013.06.046.

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Ford, Robert, James Grime, Eric Harshbarger, and Brian Pollock. "Go First Dice for Five Players and Beyond." Recreational Mathematics Magazine 10, no. 17 (2023): 75–87. http://dx.doi.org/10.2478/rmm-2023-0004.

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Abstract Before a game begins, the players need to decide the order of play. This order of play is determined by each player rolling a die. Does there exist a set of dice such that draws are excluded and each order of play is equally likely? For four players the solution involves four 12-sided dice, sold commercially as Go First Dice. However, the solution for five players remained an open question. We present two solutions. The first solution has a particular mathematical structure known as binary dice, and results in a set of five 60-sided dice, where every place is equally likely. The second solution is an inductive construction that results in one one 36-sided die; two 48-sided dice; one 54-sided die; and one 20-sided die, where each permutation is equally likely.
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Hirsch, Linda, Florian Müller, Francesco Chiossi, Theodor Benga, and Andreas Martin Butz. "My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 976–1001. http://dx.doi.org/10.1145/3611057.

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Social games benefit from social connectedness between players because it improves the gaming experience and increases enjoyment. In virtual reality (VR), various approaches, such as avatars, are developed for multi-player games to increase social connectedness. However, these approaches are lacking in single-player games. To increase social connectedness in such games, our work explores the visualization of physiological data from asynchronous players, i.e., electrocardiogram (ECG). We identified two visualization dimensions, the number of players, and the visualization style, after a design workshop with experts (N=4) and explored them in a single-user virtual escape room game. We spatially and temporally integrated the visualizations and compared two times two visualizations against a baseline condition without visualization in a within-subject lab study (N=34). All but one visualization significantly increased participants’ feelings of social connectedness. Heart icons triggered the strongest feeling of connectedness, understanding, and perceived support in playing the game.
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Liu, Chanjuan, Ruining Zhang, Yu Zhang, and Enqiang Zhu. "A Formal Representation for Intelligent Decision-Making in Games." Mathematics 11, no. 22 (2023): 4567. http://dx.doi.org/10.3390/math11224567.

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The study of intelligent game-playing has gained tremendous attention in the past few decades. The recent development of artificial intelligence (AI) players (e.g., the Go player AlphaGo) has made intelligent game-playing even more prominent in both academia and industry. The performance of state-of-the-art AI players benefits greatly from machine learning techniques, based on which, players can make estimations and decisions even without understanding the games. Although AI machines show great superiority over humans in terms of data processing and complex computation, there remains a vast distance between artificial intelligence and human intelligence with respect to the abilities of context understanding and reasoning. In this paper, we explore the theoretical foundation of intelligent game-playing from a logical perspective. The proposed logic, by considering the computational limits in practical game-playing, drops the ideal assumptions in existing logics for the classical game model. We show that under logical framework, the basis of decision-making for agents in game scenarios can be formally represented and analyzed. Moreover, by characterizing the solutions of games, this logic is able to formalize players’ rational decision-making during practical game-playing.
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Saaty, Morva, Derek Haqq, Mohammadreza Beyki, Taha Hassan, and D. Scott McCrickard. "Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–22. http://dx.doi.org/10.1145/3549512.

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Pokémon GO is a popular location-based mobile game that seeks to inspire players to be more active, socialize physically and virtually, and spend more time outside. With the onset of the COVID-19 pandemic, several game mechanics of Pokémon GO were changed to accommodate socially-distanced play. This research aims to understand the impacts of the pandemic and subsequent game adjustments on user perceptions of the game. We used an exploratory mixed-method approach, a machine learning technique (Latent Dirichlet Allocation) for topic modeling, and thematic analysis for qualitative coding of top-level Reddit comments to identify whether and how the social distancing approach changes the players' behaviors. The results demonstrate that players were less physically active, less eager to discover, and more interested in remote social practices. We discuss which players leverage social distancing changes and reflect on key game features that provide a better gaming experience in the age of remote play.
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Fernanda, Adwita, Abid Renata Fadri Geovanni, and Miftahul Huda. "Application of Artificial Intelligence to the Development of Playing Ability in the Valorant Game." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 4, no. 1 (2022): 22–31. http://dx.doi.org/10.34306/itsdi.v4i1.566.

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From children to adults, everyone enjoys playing online games as a form of entertainment. Online games have a more popular market because they can meet other players worldwide connected to the internet. NPCs (players controlled by a computer system) are also available in online games as player substitutes or for skill practice. As a result, we have been interacting with artificial intelligence in the competition and our environment without realizing it. The game's AI (Artificial Intelligent) can offer an experience similar to playing with other players. Artificial intelligence may always influence online games, whether to replace opponents or choose the game's plot. First Person Shooter (FPS) game Valorant was made available for free on the Windows platform by Riot Games. With a CS: GO-like concept (Counter Strike Global Offensive). The amount of money you have available for each round must be calculated at the equipment purchasing phase to produce effective gaming equipment. The Greedy Algorithm is one of the algorithms that can be used to choose the equipment for the money/cred owned. This algorithm will select the most expensive item the player can buy each round so that the player's chances of winning that round increase.
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Mitsuhara, Hiroyuki, and Masami Shishibori. "Shelter GO: multiplayer location-based game to promote knowing shelters for emergency evacuation." Research and Practice in Technology Enhanced Learning 19 (July 4, 2023): 009. http://dx.doi.org/10.58459/rptel.2024.19009.

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In the event of a disaster, we evacuate to a shelter. However, if we do not know where to go for refuge, we consume time or end ourselves at an unknown shelter. Furthermore, we cannot decide on a suitable shelter if we do not know its capacities and features. To promote knowing shelters in advance is essential for successful emergency evacuation. A promoting approach is the use of a location-based game. Thus, a prototype of a multiplayer location-based game known as “Shelter GO” was developed to promote players to become acquainted with shelters by adopting a game element similar to Pokémon GO. The game feature allows players to not only earn points by visiting and observing shelters and collecting digital creatures at disaster-related spots but also exchange their collected digital creatures with encountered players. The digital creature exchange entails knowledge exchange. A preliminary comparative experiment demonstrated that Shelter GO can promote knowing shelters and that knowledge exchange may not be frequently done but promote knowing shelters.
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Azahari, Azahari, Ivan Haristyawan, and Muhammad Jariansyah. "IMPLEMENTASI FSM SEBAGAI RESPON OTONOM DAN ADAPTIF NPC PADA GAME “AWANG MENJELAJAHI KOTA TENGGARONG”." Jurnal Ilmiah Matrik 22, no. 2 (2020): 153–61. http://dx.doi.org/10.33557/jurnalmatrik.v22i2.987.

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Development of the game towards a tourist promotion tool is very important. The game "Awang exploring the City of Tenggarong" is an android smartphone game that tells the story of a tourist / traveler named Awang who roams every tourist destination in the Tenggarong City. The development of this game uses multimedia development life cycle, starting from the concept, assembly, and testing. Artificial intelligence is also needed in the development of this game. Players will be accompanied by NPC (Non Player Character) in the form of a female tour guide. NPCs equipped with the Finite State Machine (FSM) model can guide players to go to each Tenggarong tourist attraction, and it can also provide information related to these tourist attractions. The final result of this research is a game that can be a media for tourism promotion in Tenggarong city
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Blasko, Dawn G., Heather C. Lum, Mason McGuire, Tiffany Eichler, Kameron Landers, and Kara Davis. "Pokémon Go as a Tool to Study the Social and Cognitive Factors that Impact Spatial Navigation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1221–25. http://dx.doi.org/10.1177/1541931218621280.

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Researchers in spatial navigation have the difficult task of finding ecologically valid measures while maintaining a reasonable degree of internal validity. This often means simulating wayfinding and navigation task in the laboratory which increases control but eliminates the experience of walking around a natural environment. Augmented reality games like Pokémon Go allow researchers a novel way to study individual differences in cognitive and social factors in wayfinding with a game already designed to motivate players to move around in the real world. In the current study, Pokémon Go was played either individually or socially (2 players) while a map of the player’ speed and location was created in real time. We measured play style preference, game experience and basic spatial skills (mental rotation). Mental rotation performance was correlated with enjoying the game and being more motivated to play. Although games scores and distances traveled did not differ between the individual and cooperative groups, participates reported a strong preference for playing with a group over playing alone.
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Moscoso, Miguel G., David Villarreal-Zegarra, Darwin Del Castillo, Elizabeth Zavaleta, and J. Jaime Miranda. "Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study." Wellcome Open Research 7 (October 14, 2022): 264. http://dx.doi.org/10.12688/wellcomeopenres.18397.1.

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Background: Since its release in 2016, Pokémon GO™ has achieved not only extensive popularity but has also accrued evidence that it helps to increase physical activity and sense of belonging. Personality traits may explain a differential engagement and fidelity with the game, hence potentially allowing for prediction of different patterns of game engagement as well as its health benefits. Our objective was to compare personality traits between Pokémon GO game players and non-players. Methods: We conducted a cross-sectional study in participants aged 18+ years through an online survey. The following categories of game engagement were defined: active players, occasional players, former players, and never players. Personality was measured with the NEO-FFI inventory that evaluates personality across five domains: openness to experience, conscientiousness, extraversion, agreeableness, and neuroticism. ANOVA and MANOVA models were performed to test differences in personality traits’ scores. Multivariate regression models were also used to describe specific differences across groups of game engagement. Results: Data from 654 participants, average 28.6 years of age, 75% male, were included in the study. In the ANOVA analysis, we observed differences between the three players' subgroups in openness (p=0.015) and conscientiousness (p=0.032). In MANOVA and multivariate regression analyses, we found that active players presented higher scores in openness and agreeableness, but lower scores in conscientiousness compared to former or non-players. Conclusions: We found evidence that people that actively play Pokémon GO are more likely to be friendlier and more open to new experiences, but also scored less on conscientiousness which is related to discipline. This gives us better insight on how personality may help identification of people and their involvement with activities that demand fulfillment of tasks. These findings could help inform the engagement with health-related behaviors, including physical activity and medication adherence.
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Kazmi, S., and I. J. Palmer. "Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter." International Journal of Computer Games Technology 2010 (2010): 1–14. http://dx.doi.org/10.1155/2010/536480.

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With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the “adaptive” mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely making the game harder according to the success of the player. Some go further than this by incorporating adaptive AI that change agent tactics to suit the player's style of play. Whilst these are clearly advances in the approach to providing a player-centric experience to engage the player, the basis and transferability of these approaches is open to question. Here we propose a limited flavour of “emergence” which can be used to support an adaptive game mechanism and so present players with different gameplay experiences based on their actions within the game.
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Rieger, Marc Oliver, and Mei Wang. "Cognitive Reflection and Theory of Mind of Go Players." Advances in Cognitive Psychology 17, no. 2 (2021): 117–28. http://dx.doi.org/10.5709/acp-0322-6.

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Go is a classical Chinese mind game and a highly popular intellectual pursuit in East Asia. In a survey at two Go tournaments (one of them the largest in Europe), we measured cognitive reflection and decision in strategic games (using the classical “beauty contest” game) (N = 327). We found that Go players in our survey had outstanding average cognitive reflection test (CRT) scores: 2.51 among all participants and 2.80 among players of high master level (dan). This value easily outperforms previous measurements, for example, of undergraduates at top universities. The CRT score was closely related to the playing strength, but not to the frequency of playing. On the other hand, frequent players tended to have higher theory of mind, regardless of their playing strengths. However, self-reported patience was not statistically significantly correlated with Go strength or playing frequency.
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Aung, Htun Pa Pa, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "What Constitutes Fairness in Games? A Case Study with Scrabble." Information 12, no. 9 (2021): 352. http://dx.doi.org/10.3390/info12090352.

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The compensation system called komi has been used in scoring games such as Go. In Go, White (the second player) is at a disadvantage because Black gets to move first, giving that player an advantage; indeed, the winning percentage for Black is higher. The perceived value of komi has been re-evaluated over the years to maintain fairness. However, this implies that this static komi is not a sufficiently sophisticated solution. We leveraged existing komi methods in Go to study the evolution of fairness in board games and to generalize the concept of fairness in other contexts. This work revisits the notion of fairness and proposes the concept of dynamic komi Scrabble. We introduce two approaches, static and dynamic komi, in Scrabble to mitigate the advantage of initiative (AoI) issue and to improve fairness. We found that implementing the dynamic komi made the game attractive and provided direct real-time feedback, which is useful for the training of novice players and maintaining fairness for skilled players. A possible interpretation of physics-in-mind is also discussed for enhancing game refinement theory concerning fairness in games.
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Fishman, Daniel M. "Docfish: A Card Game with Factoring." Mathematics Teacher 103, no. 9 (2010): 656–62. http://dx.doi.org/10.5951/mt.103.9.0656.

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Fishman, Daniel M. "Docfish: A Card Game with Factoring." Mathematics Teacher 103, no. 9 (2010): 656–62. http://dx.doi.org/10.5951/mt.103.9.0656.

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Peaty, Gwyneth, and Tama Leaver. "The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic." Australasian Journal of Popular Culture 9, no. 2 (2020): 127–43. http://dx.doi.org/10.1386/ajpc_00023_1.

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This article explores the impact of COVID-19 on the developers and players of Pokémon GO through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players’ restricted mobility and isolation during the 2020 global pandemic. The release of Pokémon GO in 2016 was a watershed moment in the development of mobile augmented reality games. Building on a popular culture franchise familiar to many, it fused cutting-edge technology with memories of the past. Previous studies suggest playing Pokémon GO is associated with dreamlike nostalgia for childhood adventures. But these experiences were intimately linked with physical movement, proximity to others, and the exploration of outdoor spaces. Confined to their homes during the COVID-19 pandemic, once free-roaming players are now being encouraged to embrace isolated, sedentary play. There is an additional layer of nostalgia in operation as players and developers alike reminisce about socializing and playing in the world outside the home. This article therefore explores how Pokémon GO mediates player experiences and unpacks its role in negotiating both memory and contemporary societal trauma.
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Krawiec, Krzysztof, Wojciech Jaśkowski, and Marcin Szubert. "Evolving small-board Go players using coevolutionary temporal difference learning with archives." International Journal of Applied Mathematics and Computer Science 21, no. 4 (2011): 717–31. http://dx.doi.org/10.2478/v10006-011-0057-3.

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Evolving small-board Go players using coevolutionary temporal difference learning with archivesWe apply Coevolutionary Temporal Difference Learning (CTDL) to learn small-board Go strategies represented as weighted piece counters. CTDL is a randomized learning technique which interweaves two search processes that operate in the intra-game and inter-game mode. Intra-game learning is driven by gradient-descent Temporal Difference Learning (TDL), a reinforcement learning method that updates the board evaluation function according to differences observed between its values for consecutively visited game states. For the inter-game learning component, we provide a coevolutionary algorithm that maintains a sample of strategies and uses the outcomes of games played between them to iteratively modify the probability distribution, according to which new strategies are generated and added to the sample. We analyze CTDL's sensitivity to all important parameters, including the trace decay constant that controls the lookahead horizon of TDL, and the relative intensity of intra-game and inter-game learning. We also investigate how the presence of memory (an archive) affects the search performance, and find out that the archived approach is superior to other techniques considered here and produces strategies that outperform a handcrafted weighted piece counter strategy and simple liberty-based heuristics. This encouraging result can be potentially generalized not only to other strategy representations used for small-board Go, but also to various games and a broader class of problems, because CTDL is generic and does not rely on any problem-specific knowledge.
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Vella, Kellie, Daniel Johnson, Vanessa Wan Sze Cheng, et al. "A Sense of Belonging: Pokémon GO and Social Connectedness." Games and Culture 14, no. 6 (2017): 583–603. http://dx.doi.org/10.1177/1555412017719973.

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The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility of greater engagement with other players, local communities, and surrounds. This study conducted a series of interviews ( N = 15) and collected online social forum reports of gameplay ( N = 880), in order to determine what the social outcomes of play may be and what mechanisms might be facilitating the social connectedness. Thematic analysis revealed that playing PGO produced a sense of belonging, linked to a sense of place, as well as facilitating conversations with strangers and strengthening social ties. This was due to the use of accessible technology able to be integrated into daily routines, shared passion for the game, and mechanics that encouraged players out of their homes. “Shared passion” was tied to the nostalgic connection many players felt for the franchise. This study shows how gameplay can build social connectedness through real-world engagement.
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Laato, Samuli, Teemu H. Laine, and A. K. M. Najmul Islam. "Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players." Multimodal Technologies and Interaction 4, no. 2 (2020): 29. http://dx.doi.org/10.3390/mti4020029.

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In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
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Dominguez, Mike, R. Michael Young, and Stephen Roller. "Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 134–39. http://dx.doi.org/10.1609/aiide.v7i1.12447.

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Online multiplayer gaming has emerged as a popular form of entertainment. the course of a multiplayer game, playerinteractions may result in interesting emer- gent narratives that go unnoticed. Afterthought is a system that monitors player activity, recognizes instances of story elements in gameplay and renders cinematic highlights of the story-oriented game play, allowing players to view these emergent narratives after completing their gameplay session. This paper describes Afterthought’s implementation as well as an empirical human-subjects evaluation of the effectiveness of the cinematics that it creates.
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Marconi, Annapaola, Michela Ferron, Enrica Loria, and Paolo Massa. "Play&Go, an Urban Game Promoting Behaviour Change for Sustainable Mobility." Interaction Design and Architecture(s), no. 40 (April 15, 2019): 24–45. http://dx.doi.org/10.55612/s-5002-040-002.

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Designing more sustainable cities is increasingly pressing, and mobility behaviour plays an important role in how much cities are socially, economically and environmentally sustainable. We report our experience in deploying the third edition of an urban game that exploits gamification for promoting a positive behavioural change of mobility habits. This edition of Play&Go ran for 6 months and involved 635 active players who tracked their trips on sustainable transportation means such as by bike, bus, train and walking trips. Players tracked 54293 trips in total, corresponding to 244.394 sustainable kilometres. We evaluated the user experience of Play&Go and its impact through questionnaires, interviews and game log analysis, and we report on players’ participation and engagement, reported behaviour change and impact of different gamification motivational elements.
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Gong, Huiwen, Robert Hassink, and Gunnar Maus. "What does <i>Pokémon Go</i> teach us about geography?" Geographica Helvetica 72, no. 2 (2017): 227–30. http://dx.doi.org/10.5194/gh-72-227-2017.

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Abstract. Pokémon Go, a highly popular, recently launched augmented-reality-based video game, fosters players' interaction with the real world. In this commentary we elaborate on how location-based games, such as Pokémon Go, have provided insights into the perception and understanding of space, as well as into their impact on patterns of mobility. In addition to that, we compare Pokémon Go with geocaching, another location-based game, to further elaborate on what Pokémon Go fails to do in terms of the practices of geographical exploration.
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Arjoranta, Jonne, Tuomas Kari, and Markus Salo. "Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study." JMIR Serious Games 8, no. 2 (2020): e15967. http://dx.doi.org/10.2196/15967.

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Background Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. Results We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. Conclusions Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.
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Wu, Linwan, and Matthew A. Stilwell. "Exploring the marketing potential of location-based mobile games." Journal of Research in Interactive Marketing 12, no. 1 (2018): 22–44. http://dx.doi.org/10.1108/jrim-06-2017-0041.

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Purpose Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO. Design/methodology/approach A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results. Findings Results indicated that gamers of Pokémon GO experienced spatial presence, which positively influenced their attitudes toward and intentions to visit the sponsors. Moreover, spatial presence was positively influenced by players’ game engagement, perceived mobility and contextual perceived value. Some motives of playing Pokémon GO were also identified, including the entertainment motive and social motive. Originality/value This study is the first one to analyze the marketing potential of Pokémon GO, which is a successful location-based mobile game. The results are meaningful to marketing professionals who are interested in this innovative media platform. This study is also the first one to apply the theory of spatial presence to the investigations of this type of game. It showcases the power of this theory in guiding the research of interactive marketing with mobile gaming.
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Finco, Mateus David, Richard Santin Rocha, Rafael Wailla Fão, and Fabiana Santos. "Let's Move!" International Journal of Game-Based Learning 8, no. 2 (2018): 44–54. http://dx.doi.org/10.4018/ijgbl.2018040104.

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The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to answer specific questions about lifestyle and healthy choices. This study involved 125 players (84 males and 41 females) in the city of Pelotas (South of Brazil) that have played for at least six months the game. As results, it was possible to observe that users have changed many habits, specifically regarding physical activity gains, as going more often to practice different sports than only running, walking or cycling, and many of players were getting into an active living practicing exercises with friends and family, out of the game. Also, many players commented that meeting new users was a good way to socialize and making groups to walk or run together, getting an extra motivation for other activities out of the game. We conclude that Pokémon GO is one of the first mobile-based gameplays that can be used to promote a healthier lifestyle with a new way of interaction, changing sedentary lifestyles with a big potential to be used in Health Education.
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Huang, Richard Feiyang. "The Impact of Flow State and Immersion in Video Games." Communications in Humanities Research 5, no. 1 (2023): 43–48. http://dx.doi.org/10.54254/2753-7064/5/20230028.

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Flow is a psychological concept that is often used in the design of applications and video games. This concept means that the user will go into a state of unawareness, which scales depending on the level of flow that they are in. In video games, the developer can vary the way that players experience this state or change the group of people that the game is suited for. Players can also change the level of flow by making decisions that will make their gameplay later on either easier or harder. This paper will discuss three factors that determine how and who will be able to enter the flow state in different video games. These factors are general factors, game-decided factors, and player-decided factors. The conclusion after analysis is that these factors embedded in video games cause the player to have optimal experience, or flow state.
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Iguider, Adil, Kaouthar Bousselam, Oussama Elissati, Mouhcine Chami, and Abdeslam En-Nouaary. "GO Game Inspired Algorithm for Hardware Software Partitioning in Multiprocessor Embedded Systems." Computer and Information Science 12, no. 4 (2019): 111. http://dx.doi.org/10.5539/cis.v12n4p111.

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The codesign is a robust methodology, used in modern embedded systems with the objective of achieving the functional specifications and meeting the non-functional requirements. The most interesting step in the codesing&amp;nbsp; is the process of&amp;nbsp; Hardware/Software Partitioning. The aim is to decide which functionalities of the system should be implemented in hardware ($HW$) or in software ($SW$). In this article, a new heuristic algorithm is proposed to simultaneously optimize the hardware area (cost) and the execution time (performance) of a multiprocessor system. The proposed algorithm is inspired from game theory and especially from the GO game. The system is modeled using the DAG graph (Data Acyclic Graph), and two players (HW player and SW player) play in turn and choose a block (functionality) from the graph (system). The HW player has the goal of optimizing the global HW area while the SW player has the objective of minimizing the global execution time. After the game termination, and based on the 0-1 Knapsack algorithm, a step of refinement is used to meet the constraint on the total hardware area or on the overall execution time if a constraint is pre-defined. Experimental results show that the proposed algorithm gives better solutions compared to the Simulated Annealing algorithm and the Genetic Algorithm.
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Kurniawan, Harris. "Aplikasi Permainan Gomoku dengan Algoritma Negamax dan Alpha-Beta Search." Creative Information Technology Journal 1, no. 3 (2015): 231. http://dx.doi.org/10.24076/citec.2014v1i3.24.

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Permainan Gomoku adalah permainan dari jepang oleh dua orang yang dimainkan di atas papan Go. Go berarti lima, dan Moku adalah kata untuk batu yang berada di atas papan go dan narabe berarti berturut-turut. Pemain membuat aturan Renju agar permainan menjadi lebih variasi. Setiap pemain dapat mengetahui persis bagaimana posisi lawan dan pilihan langkah yang tersedia, berbeda halnya dengan permainan kartu, yang hanya dapat mengetahui kartu yang ada di tangan saja. Pemenangnya adalah pemain pertama yang mendapatkan 5 baris batu yang tidak terputus secara horizontal, vertikal, atau diagonal. Mencari pohon Negamax mengimplementasikan gagasan bahwa lebih buruk balasan lawan terbaik adalah, semakin baik Anda bergerak dan Alpa-Beta Search akan menganggap bahwa lawan adalah rasional ; yaitu , lawan bisa menghitung bergerak sebaik yang kita bisa, dan lawan akan selalu memilih langkah optimal dengan asumsi bahwa kita juga akan bermain dengan sempurna. Hasil dari penelitian ini adalah aplikasi permainan Gomoku yang dapat dimainkan pemain melawan komputer, juga komputer melawan komputer. Di mana daerah paling sudut di papan catur adalah daerah yang paling menguntungkan untuk setiap pemain. Berdasarkan hasil pengujian, didapatkan bahwa penggunaan metode Negamax dan dapat memberikan solusi pencarian langkah terbaik. Untuk mengetahui pemenang pada setiap permainan adalah dengan dengan jumlah biji hitam, maka pemenangnya adalah pemain dengan biji putih.Gomoku game is a game from Japan which is played by two men on the Go board. Go means five, and Moku is the word for a stone that is placed on the board and go narabe mean respectively. Renju players make the rules so that the game becomes more varied. Each player can know exactly the opponent position and move options available, unlike the card game, which can only know that the card is in the hand alone. The winner is the first player to get 5 stones unbroken line horizontally, vertically, or diagonally. The Negamax tree implements the idea that poorer opponent is, the better you move and Alpa - Beta Search will assume that the opponent is rational; ie, the opponent can calculate the best move we could, and the opponent will always choose the optimal step with the assumption that we will play perfectly. The results of this research is the application of Gomoku game that can be played against the computer players, also the computer against the computer. Where the area in the corner of the chess board is the most profitable areas for each player. Based on the test results, it was found that the use of the method and can provide solutions Negamax search the best move. To determine the winner in each game is with the number of black seeds, then the winner is the player with the white beans.
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Marco, Alan P. "Game Theoretic Approaches to Operating Room Management." American Surgeon 68, no. 5 (2002): 454–62. http://dx.doi.org/10.1177/000313480206800512.

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All interactions between people can be considered games with rules and outcomes. However, modern business practices demand that the players in the game go beyond traditional game theory and look at new ways to improve the outcome of the game. Choosing the right strategy is important to a player's success. A new business strategy, “co-opetition,” can be used to increase the value of the game (“create a bigger pie”) through cooperative behavior, whereas competition is used to divided the “pie.” By looking at how the players adopt simultaneous roles such as complementor and competitor the stakeholders in the operating room (managers, surgeons, anesthesiologists, and nursing staff) can apply the principles of co-opetition to improve the overall success of their facility. Such stakeholders can utilize knowledge of how populations act in games to enhance cooperative play. Adopting such a perspective may lead to increases in the satisfaction and morale of those involved with the operating rooms. Increased morale should increase productivity and staff retention and reduce recruiting needs.
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Guan, Lingzhi. "The Research on the AR Technology Leaps and Bounds to Increase Pokmon GO's Attraction to Players." Lecture Notes in Education Psychology and Public Media 6, no. 1 (2023): 884–88. http://dx.doi.org/10.54254/2753-7048/6/20220863.

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In this age, with the development of technology and society, video games have gradually entered people's lives, this not only become a way as an entertainment to help people to relax, but also becoming a new way to learn about innovative technology as a part of study. As the technology becomes more and more innovative, there are more and more video games use high technology, such as AR games. This paper will introduce one of the AR games - Pokmon Go. This game has achieved certain breakthroughs in terms of technology, creativity in content, and interaction between players. More importantly, this game is an immersive video game developed in cooperation with Google map, giving the players a new and authentic experience/ When this game was released, it was very popular, and the popularity continued to rise. This paper will demonstrate why Pokmon Go is attractive around its uniqueness, its contribution to people's health and its contribution to society.
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Castanheira Retes de Sousa, Thiago, and Rafael Lima de Carvalho. "Development of an AI-based bot to Tibia MMORPG." Academic Journal on Computing, Engineering and Applied Mathematics 2, no. 2 (2021): 1–9. http://dx.doi.org/10.20873/uft.2675-3588.2021.v2n2.p1-9.

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Artificial Intelligence has always been used in designing of automated agents for playing games such as Chess, Go, Defense of the Ancients 2, Snake Game, billiard and many others. In this work, we present the development and performance evaluation of an automated bot that mimics a real life player for the RPG Game Tibia. The automated bot is built using a combination of AI techniques such as graph search algorithm A* and computer vision tools like template matching. Using four algorithms to get global position of player in game, handle its health and mana, target monsters and walk through the game, we managed to develop a fully automated Tibia bot based in raw input image. We evaluated the performance of the agent in three different scenarios, collecting and analyzing metrics such as XP Gain, Supplies Usage and Balance. The simulation results shows that the developed bot is capable of producing competitive results according to in-game metrics when compared to human players.
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Ghazali, Ezlika, Dilip S. Mutum, and Mei-Yuen Woon. "Exploring player behavior and motivations to continue playing Pokémon GO." Information Technology & People 32, no. 3 (2019): 646–67. http://dx.doi.org/10.1108/itp-07-2017-0216.

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Purpose The purpose of this paper is to identify the determinants of players’ continuance intentions to play Pokémon GO (PG) and ultimately make in-app purchases, mainly from the perspectives of psychological, social and gaming motivational factors. Design/methodology/approach The research model was empirically assessed based on 362 validated responses from current players of PG in Malaysia. Analysis was carried out using the partial least squares path modeling method. Findings The results indicated that enjoyment, network externalities, community involvement and the need-to-collect significantly influence players’ continuance intention. Furthermore, the findings reveal that flow and nostalgia have indirect effects on players’ continuance intention, which in turn significantly influences their purchase intention. Originality/value This study provides empirical support for an integrated model for understanding the antecedents of the players’ behavioral intentions that incorporates psychological, social and gaming motivational factors in the context of an augmented reality mobile game.
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Wang, Shaojung Sharon, and Chih-Ting Hsieh. "Ubiquitous Pokémon Go: Human–Environment Relationships and the Location-Based Augmented Reality Game." Environment and Behavior 52, no. 7 (2018): 695–725. http://dx.doi.org/10.1177/0013916518817878.

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This study explores the complexity of the connection between Pokémon Go play experience and players’ affection toward their physical surroundings from the environmental psychology and the media entertainment perspectives. The survey results of a stratified sample of 1,088 respondents showed that four dimensions of perceived realism—simulational realism, freedom of choice, integrated presence, and perceptual pervasiveness—positively influenced game enjoyment. Co-presence positively predicted game enjoyment while perceived crowding was negatively related to game enjoyment. Game involvement partially mediated the relationship between co-presence and game enjoyment, and game involvement also mediated the relationship between game enjoyment and place attachment. Theoretical implications on linking human behaviors and their affectional connections to physical places via the virtual gaming world are also discussed.
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Binmore, Ken. "Modeling Rational Players: Part II." Economics and Philosophy 4, no. 1 (1988): 9–55. http://dx.doi.org/10.1017/s0266267100000328.

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This is the second part of a two-part paper. It can be read independently of the first part provided that the reader is prepared to go along with the unorthodox views on game theory which were advanced in Part I and are summarized below. The body of the paper is an attempt to study some of the positive implications of such a viewpoint. This requires an exploration of what is involved in modeling “rational players” as computing machines.
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50

Currie, Levern Q., and Eva Wiese. "Mind Perception in a Competitive Human-Robot Interaction Game." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 1957–61. http://dx.doi.org/10.1177/1071181319631284.

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Robotic agents are becoming increasingly pervasive in society, and have already begun advancing fields such as healthcare, education, and industry. However, despite their potential to do good for society, many people still feel unease when imaging a future where robots and humans work and live together in shared environments, partly because robots are not generally trusted or ascribed human-like socio-emotional skills such as mentalizing and empathizing. In addition, performing tasks conjointly with robots can be frustrating and ineffective partially due to the fact that neuronal networks involved in action understanding and execution (i.e., the action-perception network; APN) are underactivated in human-robot interaction (HRI). While a number of studies has linked underactivation in APN to reduced abilities to predict a robot’s actions, little is known about how performing a competitive task together with a robot affects one’s own ability to execute or suppress an action. In the current experiment, we use a Go/No-Go task that requires participants to give a response on Go trials and suppress a response on No-Go trials to examine whether the performance of human players is impacted by whether they play the game against a robot believed to be controlled by a human as opposed to being pre-programmed. Preliminary data shows higher false alarm rates on No-Go trials, higher hit rates on Go trials, longer reaction times on Go trials and higher inverse efficiency scores in the human-controlled versus the pre-programmed condition. The results show that mind perception (here: perceiving actions as human-controlled) significantly impacted action execution of human players in a competitive human-robot interaction game.
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