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dc.contributor.authorSchott, Gareth R.en_NZ
dc.contributor.authorMarczak, Raphaëlen_NZ
dc.coverage.spatialSan Francisco, CAen_NZ
dc.date.accessioned2023-03-06T23:41:51Z
dc.date.available2023-03-06T23:41:51Z
dc.date.issued2016-01-01en_NZ
dc.identifier.urihttps://hdl.handle.net/10289/15604
dc.description.abstractThis paper introduces a video processing method designed specifically to give researchers access to players' behaviors within any commercially available off-the-shelf PC game. Insights into players' experiences with videogame violence are achieved from automatically processing significant elements of the audio-visual communication/feedback (i.e. moving image and sound) over long periods of uninhibited game play. The method exploits a wealth of significant and (behaviorally) influential information that is conveyed to the player as they progress through a game. Such information can relate to virtual progress (e.g. maps, mission logs), player reserves (e.g. acquisitions) or vitality (e.g. health or stamina levels), to name but a few. By analyzing what is transmitted to the player during play, feedback-based game metrics are produced that utilize the same content that the player perceives and processes during their gameplay, thus, tying the method directly to individual 'player experiences.' This method was developed for a project that addressed the persistent concerns over the impact of game violence and its translation into societal violence. The method provided the project with an alternative approach to understanding the use and function of violence within game systems, taking research in a new direction from the approach and research-designs employed by experimental psychological over the last few decades.
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.publisherIEEEen_NZ
dc.rights© 2016 IEEE. Used with permission.
dc.sourceFuture Technologies Conference (FTC)en_NZ
dc.subjectScience & Technologyen_NZ
dc.subjectTechnologyen_NZ
dc.subjectComputer Science, Artificial Intelligenceen_NZ
dc.subjectComputer Science, Cyberneticsen_NZ
dc.subjectComputer Science, Information Systemsen_NZ
dc.subjectComputer Scienceen_NZ
dc.subjectmedia violenceen_NZ
dc.subjectgame metricsen_NZ
dc.subjectaudio-visual feedbacken_NZ
dc.subjectpost-processingen_NZ
dc.titleUnderstanding Game Actions: The Development of a Post-Processing Method for Audio-Visual Scene Analysisen_NZ
dc.typeConference Contribution
dc.relation.isPartOfPROCEEDINGS OF 2016 FUTURE TECHNOLOGIES CONFERENCE (FTC)en_NZ
pubs.begin-page521
pubs.elements-id145040
pubs.end-page527
pubs.finish-date2016-12-07en_NZ
pubs.publication-statusPublisheden_NZ
pubs.start-date2016-12-06en_NZ


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