Academic literature on the topic 'Threats from computer games'

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Journal articles on the topic "Threats from computer games"

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Palilingan, Verry Ronny, Reski M. Rorong, Undap E. B. Yeremia, and Gerry T. Tambaani. "A Survey Student Behaviors Computer Security: Evidence from University." International Journal of Information Technology and Education 1, no. 2 (2022): 99–102. http://dx.doi.org/10.62711/ijite.v1i2.47.

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In lectures, of course, students definitely need a computer, whether it's to make assignments or to play games. Therefore, in using computers, students must maintain computer security from threats that can damage a system on a computer. The purpose of the study was to determine student behavior in maintaining computer security from existing threats. The results of the study were taken from a sample of students in the PTIK Department at UNIMA. The results of this study indicate that 91.3% of respondents stated that their computer system had an error and 8.7% of respondents stated that their computer system had never had an error.
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Gundry, David, and Sebastian Deterding. "Validity Threats in Quantitative Data Collection With Games: A Narrative Survey." Simulation & Gaming 50, no. 3 (2018): 302–28. http://dx.doi.org/10.1177/1046878118805515.

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Background. Games are increasingly used to collect scientific data. Some suggest that game features like high cognitive load may limit the inferences we can draw from such data, yet no systematic overview exists of potential validity threats of game-based methods. Aim. We present a narrative survey of documented and potential threats to validity in using games for quantitative data collection. Method. We combined an unsystematic bottom-up literature review with a systematic top-down application of standard validity threat typologies to games to arrive at a systematisation of game-characteristic validity threats. Results. We identify three game characteristics that potentially impact validity: Games are complex systems, impeding the predictable control and isolation of treatments. They are rich in unwanted variance and diversity. And their social framing can differ from and interact with the framing of research studies or non-game situations they are supposed to represent. The diversity of gamers and their differences to general populations bring further complications. Discussion and Conclusions. The wealth of potential validity threats in game-based research is met by a dearth of systematic methodological studies, leading us to outline several future research directions.
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Huhtinen, Aki-Mauri. "From Military Threats to Everyday Fear." International Journal of Cyber Warfare and Terrorism 2, no. 2 (2012): 1–10. http://dx.doi.org/10.4018/ijcwt.2012040101.

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The history of combat is primarily the history of radically changing fields of perception. In other words, war consists not so much of scoring territorial, economic or other material victories but of appropriating the immateriality of perceptual field. The function of the eye has become the function of the weapons (Virilio, 1989; 2009). To understand information age warfare we have to understand the concept of representation as a part of our process of violence. The idea of information warfare or an information operation is based on the process where the physical target is no longer destroyed with the kinetic systems, but the process where the non-kinetic systems, like information, scan the symbols-semiotics networks. We like to consume safety different kind of fears. The feeling of the safety fear based on the virtual boundaries, which are set in the movement from “principle” to “practice, in other words in the actualization of the cyber-form. The power of fear is not a form. It is not abstract. It is the movement of form into the content outside of which it is a void of potential function, of the abstract into the particular it cannot be or do without. (see Massumi 1993, 20-21) Today, particularly the advanced mobile technology, the Internet and the entertainment industry immensely exploit the experiences from different wars and conflicts for example as ideas of computer games. In return the military industrial complex represents its own language for example in the concept of information operations with the help of applications particularly rising from the entertainment industry. The roles of Hector and Achilles, the teachings of Jomini and Clausewitz have an effect in the background of games and gaming. Opposite to Clauseiwitz’s thinking, Jomini took the view that the amount of force deployed should be kept to the minimum in order to lower casualties and that war was a science, not an art. The most central genres in gaming are ”strategy”, ”adventure”, ”shooter”, ”sports”, ”simulation”, ”music”, ”role playing” and ”puzzle”. All of these are related to warfare one way or another. Another interesting fact is that in the 1950’s the first computer games were mathematic strategy based games that that had been developed in universities (Czosseck, 2009; Peltoniemi, 2009).
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Kao, Chun-Chieh, Chun-Chin Liao, and Yu-Jy Luo. "Threats Posed by Social Media and Computer and Video Games from the Perspective of Sport Education." International Journal of Emerging Technologies in Learning (iJET) 17, no. 06 (2022): 57–72. http://dx.doi.org/10.3991/ijet.v17i06.18989.

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Sedentary behaviors are increasingly common, exerting a heavy financial burden on society and becoming a risk factor for chronic diseases and mor-tality. Taiwan has one of the highest obesity prevalence rates among Asian countries. This cross-sectional study investigated the correlation of socio-demographic characteristics and PE enrollment with the time spent on vari-ous sedentary behaviors. The valid responses of 1,195 Taiwanese university students on a survey were analyzed. They were recruited between May and June 2019 using cluster sampling. The survey inquired into demographic characteristics and the self-reported time spent on various sedentary behav-iors. Descriptive statistics, one-way analysis of variance, a t test, and effect size analysis were used to analyze the data. The results indicated that univer-sity students in Taiwan were sedentary for an average of 474 minutes per day, with use of social media being the most prevalent sedentary activity at 123 minutes per day. The severely overweight group was most sedentary, and female students and students that were not enrolled in a PE class tended to spend more time on video games and social media.
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Trinkle, Brad S., Robert E. Crossler, and Merrill Warkentin. "I'm Game, are You? Reducing Real-World Security Threats by Managing Employee Activity in Online Social Networks." Journal of Information Systems 28, no. 2 (2014): 307–27. http://dx.doi.org/10.2308/isys-50776.

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ABSTRACT Employees' use of online social networking (OSN) is dramatically increasing the risk exposure of companies. This study extends previous information security policy compliance research to include factors influencing employees to play OSN games on company-owned computers. An online factorial survey method experiment collected data from a sample of white-collar workers for testing hypotheses based upon accountability and boundary theories. The likelihood to play OSN games is tested with and without a policy related to this behavior. Results indicate that the presence of a social networking policy, logging awareness, and monitoring practices reduced participants' likelihood of playing OSN games on company-owned computers. After splitting the sample on the presence/absence of an OSN policy, results show that in the presence of a policy, monitoring practices and age significantly reduced the participants' likelihood of playing. In the absence of a policy, logging and monitoring reduced the likelihood of playing.
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Adam, Adamski*, and Adamska Julia. "Education through Art in the World of Games Computer for Children and Teenagers." International Journal of Clinical and Medical Cases (ISSN:2517-7346) 5, no. 2 (2022): 1–5. https://doi.org/10.31021/IJCMC20225176.

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<strong>Abstract</strong> We live in an information society in which the Internet has become an indispensable medium for work, study, information, and contact. Computer games are an important component of the computerized world; they are an essential part of the lives of millions of young people, including children. Computer entertainment increasingly eliminates other forms of spending free time from everyday life. Access to a computer, the Internet, and, computer games cause younger and younger children to show interest in this form of entertainment [1]. Often in these games, the values of art that is there are forgotten an attractive educational &ldquo;instrument&rdquo; that goes beyond the framework of traditional pedagogical institutions. It shapes human attitudes, is a means of teaching, enriches knowledge resources, and develops cognitive mechanisms. Art makes a person sensitive, noble, and capable of heroic deeds. It connects people regardless of national, racial, and even political affiliation. Art shows not only the diversity of life and the unity of truth, humanistic content, but also shows that which has been called &ldquo;the destiny of man&rdquo;, shows his problems of life, often from the perspective of ourselves. A technique without art is like a broken bell in a church that drowns out the aesthetics of the soul and the cantata of human existence.
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Karadimce, Aleksandar, and Marija Bukalevska. "Threats Targeting Children on Online Social Networks." WSEAS TRANSACTIONS ON COMPUTERS 22 (December 31, 2022): 13–19. http://dx.doi.org/10.37394/23205.2023.22.3.

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Today, practically everyone has access to the internet and owns some type of digital gadgets, such as a smartphone, laptop, tablet, etc. We live in a digital world where internet use is widespread. Nowadays, a growing number of children have access to the internet via portable electronic devices such as tablets, laptops, and gaming consoles. Online social networks (OSN) have become increasingly popular and are now widely used along with the rise of the internet. A large percentage of children worldwide have profiles on at least one online social networking site. Children register on these platforms so they can communicate with their peers, make new friends, share their interests and hobbies in the hopes of meeting someone who has similar ones, play games, and more. But in addition to the benefits and enjoyment that kids derive from social networks, there are also risks and dangers that specifically target children on OSN platforms. Online harassment, online predators, sexual solicitation, cyberbullying, and cyber grooming are all threats that target children on OSNs. This paper aims to bring awareness to parents and children about the potential dangers present on online social networking platforms and offers guidelines on how to better protect children in the social networking environment.
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Orak, Dilan, Merve Bakırtaş, and Umay Hasançebi Önder. "Case analysis of the effects of digital violence on children in Turkish Penal Law perspective." JOURNAL OF AWARENESS 9, Özel 2 (2024): 69–85. https://doi.org/10.26809/joa.2519.

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Today's technological developments make children vulnerable to the threats of the virtual world. In recent years, it is noteworthy that there have been reports in the media that violent digital games have led children to crime. For this reason, the study aims to examine the cases that have occurred in the last year by addressing the issue of digital games dragging children to crime and suicide. In the study, first of all, keywords were determined by literature review. Accordingly, the word groups "digital game", "computer game", "game addiction" and "juvenile pushed to crime " were determined. With the determined keywords, "Google News" was filtered through the search engine between 01.05.2023 – 01.05.2024 and the news was scanned. A total of 368 news reports were examined and 3 cases were identified. The first case was when a 12-year-old boy committed the crime of intentional knife killing of another 13-year-old boy as a result of a task given from a computer game. The second case involved a 12-year-old boy committing suicide with a firearm on the grounds that he was not allowed by his family to play a violent video game called ‘PUBG’. The third case is a 14-year-old boy who committed suicide with a firearm after playing a game called ‘Blue Whale’. The analysis of the cases were transferred to a table. According to the data of the TURKSTAT in 2021, 54.3% of children in the 6-15 age group who stated that they play digital games regularly stated that they play war games. In the literature, there are almost no legal studies on digital games leading children to suicide and crime. Although there is no official data, findings from literature and news reports suggest that possible associations between violent digital games and children's violent behavior towards themselves and their peers should be investigated.
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Mikolajewska, Izabela, and Agata Mikolajewska. "(Un)safe screen time? Critical theoretical-empirical analysis." International Journal of Pedagogy, Innovation and New Technologies 3, no. 2 (2016): 47–52. http://dx.doi.org/10.5604/01.3001.0009.5099.

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The fundamental source of the reflection make up the theoretical-empirical data referring to a phenomenon, which in the era of technological progress is of particular importance: the phenomenon of screen time. Besides defining the key term screen time refers to all activities done in front of a screen. This includes: using a computer, watching TV, playing video games (Kaneshiro, 2015), the paper provides an overview of research results concerning the opportunities and threats arising from the use of new media, as well as recommendations for education on the need for media literacy among the younger generation (Szkudlarek, 1999; Tanaś, 2010, 2011).
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Žegunienė, Vaida, and Małgorzata Karczewska. "GLOBAL AND INNOVATIVE TOOLS IN ENGLISH LANGUAGE LEARNING: STRENGTHS OR THREATS?" SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 3 (May 25, 2018): 580–93. http://dx.doi.org/10.17770/sie2018vol1.3131.

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The article aims to reveal and present the essence of English language learning/teaching modernization via the innovative and globally used methods or tools. Innovations cannot be created and used without the existence of the traditional methodology and conventional activities. Positive experience in traditional education can be modified integrating global ideas. There are many alternatives in innovative tools usage; teachers and students are not limited with their own decisions and possibilities provided. Still, an important issue exists regarding positive and negative effects of such innovative and global tools on learners. Do participants of the study process demonstrate clear perception of possible benefits or reject such innovations due to their disadvantages? The survey reveals the current situation, where innovative tools do not exist independently. The usage of computer games, songs, films, social media (social networks, Youtube, the Internet) is not clearly separated from the traditional tools as books, friends, travelling or meeting foreigners. An in-depth overview gives basis for further studies on the application of more innovative tools, such as interactive activities on the Internet, interactive boards/tables, blogs, forums, virtual learning environments, strategies proposed by the scientists as neuroprogramming, language coaching, etc.
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Dissertations / Theses on the topic "Threats from computer games"

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Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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Boawn, Daniel L. "Cyber counterintelligence, defending the United States' information technology and communications critical infrastructure from Chinese threats." Thesis, Utica College, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1555786.

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<p>Cyber counterintelligence (CCI) could be the United States' best defense against Chinese cyber aggression of Critical Infrastructure and Key Resources (CIKR). The need to defend CIKR is essential to public safety and national defense. As technology evolves and continues to march towards the inevitable connectedness that brings systems in sync with one another, the United States becomes more vulnerable. Of the 16 total sector specific areas of United States&rsquo; assets, the Communications and Information Technology (IT) sectors are constantly under attack from threats both foreign and domestic. United States network defense claims billions of dollars invested in legacy protections such as traditional and next-generation firewalls, intrusion prevention systems, anti-virus, and web gateways, all of which no longer stop advanced malware or targeted Advanced Persistent Threats (APTs). The purpose of this research was to examine the use of CCI in defending the United States&rsquo; Communications and IT sectors against Chinese cyber threats. Why is CCI important to CIKR defense? How does CCI fit into the United States Intelligence Community's (USIC) plan? What are some methodologies used to conduct CCI? What motives does China have for targeting critical infrastructure? The nation relies on the Intelligence Community (IC) to be the eyes and ears of national defense. Information warfare needs active counterintelligence (CI) to act as an offensive weapon, a tool for rooting out attackers. Through misdirection, deception, and denial, cybersecurity professionals and the IC can prevent the next disaster. CI by nature can be offensive and active and it can be the first line of defense meant to mark targets and prevent them from harming essential systems. Keywords: Cybersecurity, Professor Cynthia Gonnella, Cyber, Intelligence, Counterintelligence, Critical Infrastructure Key Resources, CIKR. </p>
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Woodiss-Field, Ashley C. "Evaluating traditional botnet detection applied to contemporary threats from the internet of things." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2023. https://ro.ecu.edu.au/theses/2719.

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The Internet of Things (IoT) is a technological concept where many low powered devices are interconnected in order to enhance the services they provide. A botnet is a collection of compromised devices used by a malicious actor to conduct various cyberattacks. Traditional botnets had been typically made-up of ordinary computers. Contemporary botnet threats have been seen to infect IoT devices, leveraging their numerosity, constant operation, and insecurity. This research examined various traditional botnet detection techniques in the literature and aimed to establish their capabilities for IoT-based botnet detection. The research question created and answered in order to achieve this goal was “Can botnet detection techniques designed to detect traditional botnets detect IoT-based botnets”? In particular, three botnet detection techniques were examined; BotMiner, BotProbe, and BotHunter. Botnet detection techniques were acquired or re-constructed based on the literature for a set of experiments. Simulations and datasets of both traditional and IoT-based botnets were developed and acquired respectively to test the botnet detection techniques. The simulations included novel approaches towards representing background and botnet traffic in a contained environment, the results of which were further validated by experiments on externally acquired datasets. The findings of the experiments demonstrated that some of the traditional botnet detection techniques are capable of detecting IoT-based bots, but also appear to exhibit limitations that may impact their usage. BotMiner was able to detect all bots in the experimental environments but rendered false positives when faced with aberrant non-bot activities. BotProbe can only operate on IRC-based botnets and failed to detect bots under certain conditions but did not produce any false positives. BotHunter was unable to detect any bots present in the simulations and external datasets. The weaknesses of the techniques appear to be mostly derived from a particular focus on the IRC protocol and over-reliance on IDS alert signatures. The results demonstrate that older botnet detection techniques are capable of detecting contemporary threats but may require some further development to produce more accurate and reliable results.
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Deprette, Manon. "Estimation of player trajectories from context in football games using autoencoders." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280698.

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ChyronHego tracks a large number of football games. Occasionally there are errors in the tracked positions of the ball or the players. This thesis aims to investigate to what extent vanilla autoencoders, variational autoencoders and conditional variational autoencoders can recognise patterns in the data and thus be used to predict missing data for individual agents’ trajectories in an adversarial multi-agent situation such as a football game. Furthermore, we also implement a multi-agent role alignment technique to order the outfield players in the dataset and use their identity, learnt unsupervised, in the predictions. We find out that in cases where the model cannot sufficiently rely on the individual agent’s trajectory information, it efficiently uses the context, i.e. the other  agents behaviour, to make more accurate predictions of the missing data. However, the identities of the players do not seem to improve the predictions of the models.<br>ChyronHego samlar in data från ett stort antal fotbollsmatcher. Denna data innehåller bollens och spelarnas positioner över tid, men ibland saknas korrekta positioner för en spelare och det finns då ett behov av att kunna predicera dessa. Målet med detta arbete är att undersöka hur en autoencoder, en variational autoencoder samt en conditional variational autoencoder kan användas för att känna igen mönster i datan. Vidare kommer arbetet undersöka om dessa modeller kan predicera korrekta positioner för spelarna under en fotbollsmatch. Utöver de ovan nämnda modellerna kommer vi även att implementera en rolljusteringsteknik som använder sig av icke-vägledd inlärning av spelarnas inbördes ordning, vilken skulle kunna ge förbättrade prediktioner. Resultaten visar att när korrekt data saknas för en spelares position kan modellen använda övriga spelares rörelsemönster för att kunna predicera den korrekta positionen, vidare finner vi inget stöd för att de inlärda egenskaperna från rolljusteringstekniken förbättrar modellens prediktioner.
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Songar, Poonam. "Learning Assessment Data Collection from Educational Game Applications." Kent State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=kent1353900797.

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Xu, Yushi Ph D. Massachusetts Institute of Technology. "Language technologies in speech-enabled second language learning games : from reading to dialogue." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/75652.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 237-244).<br>Second language learning has become an important societal need over the past decades. Given that the number of language teachers is far below demand, computer-aided language learning software is becoming a promising supplement to traditional classroom learning, as well as potentially enabling new opportunities for self-learning. The use of speech technologies is especially attractive to offer students unlimited chances for speaking exercises. To create helpful and intelligent speaking exercises on a computer, it is necessary for the computer to not only recognize the acoustics, but also to understand the meaning and give appropriate responses. Nevertheless, most existing speech-enabled language learning software focuses only on speech recognition and pronunciation training. Very few have emphasized exercising the student's composition and comprehension abilities and adopting language technologies to enable free-form conversation emulating a real human tutor. This thesis investigates the critical functionalities of a computer-aided language learning system, and presents a generic framework as well as various language- and domain-independent modules to enable building complex speech-based language learning systems. Four games have been designed and implemented using the framework and the modules to demonstrate their usability and flexibility, where dynamic content creation, automatic assessment, and automatic assistance are emphasized. The four games, reading, translation, question-answering and dialogue, offer different activities with gradually increasing difficulty, and involve a wide range of language processing techniques, such as language understanding, language generation, question generation, context resolution, dialogue management and user simulation. User studies with real subjects show that the systems were well received and judged to be helpful.<br>by Yushi Xu.<br>Ph.D.
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Leitch, Mitchell R. "One-Handed, Two-Handed, Wii-Handed? The Effects of Different Types of Interfaces on the Ability of Middle-School Students to Learn from Educational Video Games." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1219441254.

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Perdomo, Patrick. "Grinding from a Player’s and Game Designer’s Point of View." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43306.

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Frequently in MMORPGs, players will encounter something known to players as farming or grinding. Grinding is a controversial matter in the gaming community, as many do not enjoy it and see it as a sign of lazy and poor game design. However, it is a difficult topic to argue as whatever is a grind, differs for each person. To elevate the discussion about grinds in the gaming community, this paper aims to give a definition of grinds and answer how they are perceived by players and designers alike. Grinds are argued to be dull, tedious and monotonous, but they are ever prevalent in games today.  To find what differentiates between a satisfying or waste of time grinding, this paper also aims to discover what makes a grind enjoyable, and when they are appropriate.  The results of this paper are built upon previous works and media on game design and grinds. Interviews were held with players that grind to get a deeper understanding of what drives players to grind. The results define grinds as the act of doing something repeatedly for one's own gain. Seven sub-grinds that are found in different games were defined, each with varying characteristics. Grinds are not inherently bad, despite the negative connotations. They are like any other aspect of a game, they can be executed well or poorly. The developers' responsibility is to design a well-balanced grind that does not hinder players from doing what they like and deliver a satisfying experience.
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Furtner, Anita Lynn. "ENTERTAINING CRISIS: WHAT 21ST CENTURY CORPORATIONS CAN LEARN FROM THE RHETORIC OF CRISIS IN FILM AND COMPUTER GAMES." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/145449.

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This project aims to discover if there is useful overlap between the recommended rhetorical responses to crises as defined by organizational communication specialists and the rhetorical responses frequently portrayed in various forms of mass media entertainment. Specifically, it investigates the potential effectiveness of these mass mediated crisis portrayals and identifies whether the rhetoric of crisis depicted in them could help inform and educate organizational responders to better communicate internally in crisis scenarios. This research may provide a better understanding of how rhetoric in real and fictive contexts works to shape real-world responses to crises.
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Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.

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Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual assets with their verifiable scarcity. Trade of these in-game virtual assets have always been a goal for online multiplayer gaming companies, but there was none enough trust-able infrastructure available which can be relied on. Blockchain just solved that problem. It provided a platform for these asset’s secure and transparent transaction between players. Topic for our research not only consider the security challenges in online games but specifi- cally blockchain based online multiplayer games. This adaptation is still new and there is need of consideration of new security challenges. In this dissertation we try to bring out some important challenges related to security of blockchain based online multiplayer video games. There are currently no studies around security concerns and challenges of the integration of the online multiplayer video games in the emerging blockchain systems. In order to fill in the gap, this dissertation discusses and identifies two main security concerning questions related to this domain. Also this dissertation provides basic steps for expanding future research and application in this joint domain.
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Books on the topic "Threats from computer games"

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Brenner, Susan W. Cybercrime: Criminal threats from cyberspace. Praeger, 2010.

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Brenner, Susan W. Cybercrime: Criminal threats from cyberspace. Praeger, 2010.

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1960-, Cassell Justine, and Jenkins Henry 1958-, eds. From Barbie to Mortal Kombat: Gender and computer games. MIT Press, 2000.

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Jenkins, Henry, and Justine Cassell, eds. From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press, 1998.

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Terry, Borst, ed. Story and simulations for serious games: Tales from the trenches. Elsevier, 2006.

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Rick, Barba, ed. Grand theft auto: Episodes from Liberty City. 3rd ed. DK/BradyGAMES, 2009.

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Younger, Marshal. Escape from the forbidden matrix. Tyndale House Publishers, 2001.

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Lobão, Alexandre Santos. Beginning XNA 2.0 game programming: From novice to professional. Apress, 2008.

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Saltzman, Marc. Game creation and careers: Insider secrets from industry experts. New Riders, 2004.

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A, Bustamante Sergio, and Park Tae Joon, eds. Producing games: From business and budgets to creativity and design. Focal Press, 2010.

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Book chapters on the topic "Threats from computer games"

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Cansever, Derya. "Security Games with Insider Threats." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-64793-3_28.

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Walukiewicz, Igor. "From Logic to Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590156_5.

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Levy, David. "Games from the ACM Tournaments." In Computer Chess Compendium. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_32.

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Levy, David. "Games from the World Computer Championships." In Computer Chess Compendium. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_33.

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Madej, Krystina S. "Children’s Games, from Turtle to Squirtle." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_103-1.

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Madej, Krystina S. "Children’s Games, from Turtle to Squirtle." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_103-2.

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Madej, Krystina S. "Children’s Games, from Turtle to Squirtle." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_103.

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Berger, Bernhard J., Karsten Sohr, and Rainer Koschke. "Automatically Extracting Threats from Extended Data Flow Diagrams." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30806-7_4.

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Richter, Stephan R., Vibhav Vineet, Stefan Roth, and Vladlen Koltun. "Playing for Data: Ground Truth from Computer Games." In Computer Vision – ECCV 2016. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46475-6_7.

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Tobias, Sigmund, and Dexter Fletcher. "Learning from Computer Games: A Research Review." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33814-4_2.

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Conference papers on the topic "Threats from computer games"

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Peck, Andrew George, Iain Phillips, and Tim Watson. "Shadow Users: Cyber-Physical Threats from a Human-Computer Interaction Perspective." In 2025 7th International Congress on Human-Computer Interaction, Optimization and Robotic Applications (ICHORA). IEEE, 2025. https://doi.org/10.1109/ichora65333.2025.11017158.

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Metger, Tony, Anand Natarajan, and Tina Zhang. "Succinct Arguments for QMA from Standard Assumptions via Compiled Nonlocal Games." In 2024 IEEE 65th Annual Symposium on Foundations of Computer Science (FOCS). IEEE, 2024. http://dx.doi.org/10.1109/focs61266.2024.00078.

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Hoffmann, Michael, Jan Fillies, Silvio Peikert, and Adrian Paschke. "From Text to Text Game: A Novel RAG Approach to Gamifying Anthropological Literature and Build Thick Games." In 17th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013215400003932.

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Vaduva, Janalexandru, Raduemanuel Chiscariu, Ioana Culic, Iuliamaria Florea, and Razvan Rughinis. "ADREM: SYSTEM CALL BASED INTRUSION DETECTION FRAMEWORK." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-021.

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We are living in an era where computers govern the educational process. The market is flooded with puzzles, games, quizzes or other kinds of applications destined to help teachers explain different concepts and to enable students to practice their skills and test the knowledge. For all these systems, be them computers, server or embedded devices, the internet connection is the essential aspect. As a result, we have children and students working with devices that are exposed to the highest degree of security issues and threats. Attacks are continuously evolving, becoming more flexible, adaptable and hard to detect, and leaving children and students vulnerable to malicious software that can either collect sensitive information about them or expose them to inappropriate content. Because of this, it is only natural that security solutions became of significant importance for the tech educational industry. Computers, servers and embedded devices are exposed to the highest degree of security issues and threats since the internet became an essential need. Attacks are continuously evolving, becoming more flexible, adaptable and hard to detect. This made only natural the shift towards adaptive security oriented solutions. One of the security those solutions is represented by anomaly based intrusion detection techniques. Anomaly based intrusion detection systems build a baseline of normal behavior. For a Linux based operating system, which represents a great percent of the platforms used in education, this is accomplished by monitoring a given process or sets of processes. Any significant deviation from the baseline model is flagged as malicious activity. This paper proposes a framework for intrusion detection using system call traces captured from services running on a container. The work done is based on The Australian Defence Force Academy Linux Dataset, more well-known as ADFA-LD. The analysis is done taking into consideration the temporal allocation of the system calls. The classification module is based on supervised machine learning techniques. To test the accuracy of the framework, a case study involving a database application running under a Linux container is analyzed. The results together with the proposed framework implementation are described in details.
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Berg, Vanessa, Jerome H. Stofleth, Dale S. Preece, and Venner Saul. "Analysis of Dynamic Loading of a Simple Structure to a Blast Wave." In ASME 2002 Pressure Vessels and Piping Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/pvp2002-1148.

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An object in the path of a blast wave generated by an explosion will experience a certain level of structural damage. The degree of destruction seen in a structure from a explosive blast wave is effected by three main parameters, (1) the force applied to the structure, (2) how long the force is acting on the structure, and (3) the specific geometric and material properties of the structure, or architectural surety. Structures capable of large lateral loads can be used for defense against explosions (terrorist threats). However, in order to fully predict the architectural surety of a structure, further investigation of the interaction of explosive blast waves with structures is required. The purpose of our analysis is to determine the efficiency of coupling energy from a blast wave to a simple structure. We performed some explosives tests and computer simulations to provide this analysis. In our experiments, the structures consisted of several free hanging steel plates at various distances from an explosion. The blast wave was generated by a sphere of TNT. We used a standard model to calculate the overpressure incident on this plates, we then calculated the shock energy coupled to the plates, we measured the overpressure at points near the plates (for calibration), we measured the effects of the blast wave on the plates (measured their displacement due to the blast), and we performed computer code calculations to predict the effect of the blast wave on the plates. The computational code Autodyn is currently being used at Sandia National Laboratories for various impact and blast loading problems. The code contains several simulation methods, including ALE (Arbitrary Langrangian Eulerian) simulation. Because explosive blast in air involves both expanding gases as well as solid/solid impacts, ALE codes typically provide better predictive capabilities.
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Krahenbuhl, Philipp. "Free Supervision from Video Games." In 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2018. http://dx.doi.org/10.1109/cvpr.2018.00312.

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Fernandez, Eduardo B., and Sergio Mujica. "Building Secure Systems: From Threats to Security Patterns." In 2010 XXIX International Conference of the Chilean Computer Science Society (SCCC). IEEE, 2010. http://dx.doi.org/10.1109/sccc.2010.36.

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Volkovas, Rokas, Michael Fairbank, John R. Woodward, and Simon Lucas. "Extracting Learning Curves From Puzzle Games." In 2019 11th Computer Science and Electronic Engineering (CEEC). IEEE, 2019. http://dx.doi.org/10.1109/ceec47804.2019.8974318.

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Chiou, Wen-Bin, Chin-Sheng Wan, and Ya-Ling Chang. "Attitude Change toward Online Gaming among Adolescent Players Based on Dissonance Theory: The Role of Threats and Justification of Effort." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-37.

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Stamos, Alex. "Realistic Threats and Realistic Users: Lessons from the Election." In CCS '20: 2020 ACM SIGSAC Conference on Computer and Communications Security. ACM, 2020. http://dx.doi.org/10.1145/3372297.3424553.

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Reports on the topic "Threats from computer games"

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Friedrich, Jörg. Response II: How Much Have We Really Moved On From Those Earlier Days When Holocaust Computer Games Were Forbidden? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/oyhd7385.

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