behavior

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  • Warner Brothers Interactive Entertainment

    Bethesda lawsuit claims ‘Westworld’ game is ‘Fallout Shelter’ rip-off

    by 
    Mallory Locklear
    Mallory Locklear
    06.22.2018

    Bethesda Softworks filed a lawsuit this week against Behavior Interactive and Warner Bros., alleging that the new Westworld mobile game is a "blatant rip-off" of its Fallout Shelter, Polygon reports. The company cites a number of reviews of Westworld that noted the similarities and points to specific parts of Westworld's gameplay and imagery that it says are largely indifferentiable from Fallout Shelter. "Working with the same copyrighted computer code used by Fallout Shelter, Westworld has the same or highly similar game design, art style, animations, features and other gameplay elements as Fallout Shelter, all of which are owned by Bethesda," the company says in its suit.

  • HeldaB

    Life at the 'end of the world' isn't all looting and pillaging

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    03.14.2017

    Typically, end-of-the-world scenarios involve rioting, looting and chaos. Those depictions are from pop culture, though, and not based on any sort of real-world data. For an idea of how an apocalyptic situation might actually play out, scientists pored over some 270 million action records from the South Korean massively multiplayer game (MMO) ArcheAge, according to a paper (PDF) spotted by New Scientist.

  • Matthias Wittlinger/Ulm University

    Ants run on tiny treadmills to help track their behavior

    by 
    Jon Fingas
    Jon Fingas
    02.21.2017

    It's relatively easy to study animals' movement by plunking them on treadmills, but how do you do that with a creature as small and fragile as ants? Build a tiny custom treadmill, that's how. Scientists have crafted a contraption that let them study the homing behavior of ants on a treadmill for the first time. In many ways, it amounts to an optical mouse flipped on its back. An air-cushioned styrofoam ball serves as the actual running surface, giving the ant freedom to move as far as the tether (dental floss) allows without falling off; optical sensors from computer mice track their gait, speed and changes in direction.

  • Former researcher says Facebook's behavioral experiments had 'few limits'

    by 
    Mat Smith
    Mat Smith
    07.03.2014

    Facebook's still trying to brush off that whole psychological study with unaware users thing, but according to a former team member and outside researchers, the social network's data science department has had (changes have been promised) surprisingly free rein over how it polled and tweaked the site. Andrew Ledvina, who worked as a Facebook data scientist from February 2012 to July 2013, told the WSJ: "Anyone on that team could run a test." In 2010, the research team gauged how "political mobilization messages" delivered to 61 million users affected voting in the US congressional elections that year, while in 2012, thousands of users received a warning that they were being locked out of Facebook. While the reason given was that it believed they were bots or using a fake name, the network already knew that the majority were real users -- it was apparently all in aid of improving Facebook's anti-fraud system.

  • Xbox One griefers may have Twitch privileges, dessert taken away

    by 
    Mike Suszek
    Mike Suszek
    03.26.2014

    When Microsoft revealed its reputation system for Xbox One in July, it sought to match the worst members of the gaming community with one another based on a long-term gauge of their behavior in online games. Now, the console manufacturer will begin issuing warnings for those that fall into the "Needs Work" category of players following feedback from other members of the community. In an Xbox Wire blog, Microsoft said, "these warnings are based on community feedback collected since Xbox One launched," so bad reports from others shouldn't take effect from just a few weeks of play. While Microsoft plans to "introduce rewards for good behavior," the more noteworthy course of action applies to the bottom-tier of the community. Those that fall into the "Avoid Me" category will see penalties on their account, such as "reduced matchmaking pairings" and restrictions on other Xbox Live functions, such as the ability to use "certain privileges such as Twitch broadcasting." Microsoft clarified in September that Xbox 360 reputation scores don't carry over to Xbox One. [Image: Microsoft]

  • Study shows intense gaming can cause changes in real-life perception

    by 
    Mike Foster
    Mike Foster
    01.09.2014

    A new study published in the International Journal of Human-Computer Interaction has linked changes in visual perception and "pseudo-hallucinatory experiences" with intense video gaming. According to the study, intensive playing can cause the player's mind to perceive real-life objects through a gaming lens and can also create a situation in which the mind generates visual distortions based on gameplay. Examples offered in the study, which was done by gathering 656 posts from 54 different forums, include a subject seeing the Mass Effect dialogue wheel in his or her mind during conversations and another mistaking in-flight airplanes for Modern Warfare 2 UAVs. Mentioned as a basis for the study are the visual "waviness" some gamers experience after long sessions with Guitar Hero, the "Tetris effect" that involves seeing how real-life items could stack after playing the famous puzzler, and "Minecraft sickness" in which gamers see square-shaped themes in everyday objects. The full study breaks down a number of different types of gaming after-effects as reported by participants and proposes that the effects can be caused by "the interplay of physiological, perceptual, and cognitive mechanisms."

  • Bridging the gap between casual and pro at the Chicago Dota 2 Winter Open

    by 
    Mike Foster
    Mike Foster
    12.31.2013

    At Ignite Gaming Lounge in Chicago, Illinois, the crowd is losing its mind. It's grand finals of the Chicago Dota 2 Winter Open, a two-day, double-elimination, 16-team throwdown, and for some reason someone has just picked Meepo. For those of you who aren't in the Dota 2 loop, suffice to say that Meepo isn't a standard hero pick for a tournament. Picking Meepo in a match with $1,000 on the line is a lot like jumping out of a plane and wishing for a parachute -- an incredible, amazing story if it works and an embarrassing, painful death if it doesn't, with the odds heavily on the latter. The announcers, broadcasting the match simultaneously on Dota TV (Dota 2's in-game spectating client) and Twitch, are dumbfounded. The chat channels are exploding. And as everyone witnesses the Meepo gamble pay off in the most incredible way, the excitement only expands and intensifies. But perhaps what's most special about this Meepo pick, about this final game between two local teams that have bested challenger after challenger, is not the risky strategy or the money on the line. What's special is that anyone is watching it at all.

  • Facebook considers tracking your mouse cursor and screen views to improve its ads

    by 
    Jon Fingas
    Jon Fingas
    10.30.2013

    It's no secret that Facebook likes its targeted advertising. However, that affinity may soon blossom into a full-fledged love affair. The social network's Ken Rudin tells the Wall Street Journal that his company is testing a system which targets ads based on where users' mouse cursors hover; it can also tell whether or not mobile users see their news feeds. Neither tracking technology is new, but the scale of behavioral data collection would be unprecedented when Facebook has almost 1.2 billion users. Don't be too quick to close your account in protest, though. Rudin notes that there won't be a decision on the technology for another "couple of months," and it may never see the light of day. If you don't like the idea of Facebook monitoring your on-screen habits, we'd suggest making yourself heard.

  • The Daily Grind: Should MMO studios punish out-of-game behavior?

    by 
    Justin Olivetti
    Justin Olivetti
    09.25.2013

    Recently we reported on an interview in which SOE's Linda Carlson said that the studio is not above monitoring player behavior outside of the game and taking steps to punish or ban that player if they're being a bully or a troll. This in turn sparked a lot of discussion over whether that's a good move or not for SOE, but today I'd like to take the discussion beyond that particular studio to address it in general. Is it a good idea for MMO studios to pay attention to player behavior outside of the games and take action on that? Does this -- or the threat of it, at least -- foster accountability and community growth, or usher in a weird digital police state where kobolds might come and arrest you and your family for a Twitter expletive? We're sure you have an opinion on it, so let 'er rip! Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • I went to a Dota 2 tournament and not one person called me a noob

    by 
    Mike Foster
    Mike Foster
    06.17.2013

    There are many things you could say about people who play MOBAs. Most of those things would be negative. Games in the MOBA bracket, most notably League of Legends and Dota 2, have a reputation for being unkind to new players, both in terms of the mechanical skill required to play and the vitriolic communities that tear apart new players for not being instantly granted that skill upon downloading the game. Conduct in MOBAs is so awful that it has become a design issue. Riot Games created a Tribunal system that allows players to report the bad behavior of others, and Valve has done much the same thing. Every new developer showing off an in-development MOBA is at some point asked the question, "How are you going to deal with all the jerks?" Built-in mechanisms for handling abusive teammates and opponents are now considered mandatory features. There is no question that some MOBA players are bad apples. But something has always bothered me about the pigeonholing of these gamers into this negative space. Surely not all MOBA players are elitist snobs waiting to smack down any new player stupid enough to join a public match. Surely not all of these passionate gamers are horrible humans waiting in the dark to pounce on unsuspecting noobs with a barrage of verbal abuse; there have to be some friendly diamonds in the manure-piled rough. I swung by the first-ever Chicago Dota 2 Open, billed as the biggest open Dota 2 tournament in the Midwest, to find out.

  • The Drama Mamas guide to handling in-game harassment

    by 
    Lisa Poisso
    Lisa Poisso
    04.15.2013

    You've tried being clear, and you've tried being firm. Somebody's on your case in game, and they're not letting up. What are your options for managing in-game harassment? Rule #1: Managing harassment is about protecting you and your enjoyment of the game, not about stopping or changing a harasser's behavior. You can't change other people. It's extremely unlikely that anything you do or say will inspire someone to see the light and become a thoughtful, more compassionate person. Managing harassment, then, is not about how to "fix" your harasser but how to extricate yourself from the situation so you can get on with playing your game.

  • The Soapbox: Everybody wins

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.20.2012

    I make no bones about the fact that despite working in this industry for three years, I know there are parts about MMOs and the culture around them that I just do not get. For example, I still have no idea what possesses someone to think that "toon" is a good term for characters. But on a slightly more serious note, I have no idea what makes people cheer for a game to fail. You see it everywhere. World of Warcraft subscription numbers drop; people cheer. Something bad happens to EVE Online's community; people cheer. A game goes free-to-play; people announce the game's impending demise and begin cheering prematurely. A game closes down; people cheer. I don't get this. All right, I get it on the most basic level, inasmuch as this is a game you don't like and you're willing to publicly crow about your schadenfreude. The thing is that this is never a good thing. Cheering for a game you dislike to do badly does not result in anything good.

  • Nexi robot helps Northeastern University track effects of shifty body language (video)

    by 
    Jon Fingas
    Jon Fingas
    09.12.2012

    MIT's Nexi robot has been teaching us about social interaction for years, and has even done a stint with the US Navy. Its latest role, however, involved studying those moments when society falls apart. Northeastern University researchers made Nexi the key ingredient of an experiment where subjects were asked to play a Prisoner's Dilemma-style game immediately after a conversation, whether it was with a human or a machine. Nexi showed that humans are better judges of trustworthiness after they see the telltale body language of dishonesty -- crossed arms, leaning back and other cues -- even when those expressions come from a collection of metal and plastic. The study suggests not just that humans are tuned to watch for subtle hints of sketchy behavior, but that future humanoid robots could foster trust by using the right gestures. We'll look forward to the friendlier machine assistants that result... and keep in mind the room for deception when the robots invariably plot to take over the world.

  • Google Screenwise panel will pay you to track your every move online

    by 
    Billy Steele
    Billy Steele
    02.08.2012

    Don't mind letting Google watch your every click while browsing the web? Awesome, because the folks in Mountain View want to pay you for letting them do just that. The company is recruiting panelists for a project it's calling Screenwise, a program that will give the internet behemoth more insight into how the general public uses the interwebs day in and day out. Once you opt in, you'll receive a $5 gift card code to Amazon and for up to a year, you'll get additional spending money every three months. But how will The Goog track your mouse clicks? Just before getting paid, you'll have to download a browser extension that will keep an eye on things and send your data back to the mothership. If you're looking to make a little more dough, Ars Technica reports that you'll be able to opt for a more lucrative hardware monitoring option. Here, you'll have to install the Screenwise Data Collector (pictured above) on your home network; however, the pay out is an initial Benjamin and $20 for every month you participate. Sound like something you'd want in on? Hit the source link below to be notified when registration opens. Update: Google has passed along the following statement on the Screenwise project with a reminder that participation in the panel is 100% voluntary. Like many other web and media companies, we do panel research to help better serve our users by learning more about people's media use, on the web and elsewhere. This panel is one such small project that started near the beginning of the year. Of course, this is completely optional to join. People can choose to participate if it's of interest (or if the gift appeals) and everyone who does participate has complete transparency and control over what Internet use is being included in the panel. People can stay on the panel as long as they'd like, or leave at any time.

  • Microsoft patent aims to curb your enthusiasm in the office

    by 
    James Trew
    James Trew
    11.21.2011

    You might think working for tech royalty out west is all beanbags and 20 percent time. And it might well be. But if your paychecks say Microsoft, you might want to be careful how you spend that extra down-time. A patent with the snappy title Organizational Behavior Monitoring Analysis and Influence describes a system devised by the company to monitor employee interactions. Everything from cutting people off in conversation, to the verbal phrases and mannerisms used over "multi-modal communications" (e-mail, phone and so on) is covered. The aim of the Orwellian system is "defining desired and undesired behaviors for enhancing organizational trust levels" and it's not the first time Microsoft has made such sinister sounding patent applications. OK, so there is nothing saying exactly what this might be for, or if this would ever be used to monitor its own employees. That said, if your parking space isn't there on Monday, you might want to backtrack through the previous week's water-cooler diatribes.

  • The Perfect Ten: How to deal with burnout

    by 
    Justin Olivetti
    Justin Olivetti
    08.25.2011

    I remember the first time I got hit hard by the powerhouse slugger known as "burnout." It was during my second stint in World of Warcraft, oddly enough, which by then had extended to a year and a half of solid play. I was clocking in three to five hours of game time on a daily basis (this was my pre-children era, obviously) and enjoying the cruise up through The Burning Crusade's content. Then one day, out of the blue, I realized I was sick of it. A cold trickle flowed down my spine as I couldn't conjure up any feelings of excitement, pleasure, or interest in this game. All of the accomplishments and achievements I had worked so hard to get became absolutely meaningless to me in the space of a couple minutes. I logged out, canceled my account, and then fell into a several-day funk when I was thrashing about as I tried to figure out how to fill this now-gaping void in my free time. Slightly pathetic, yes, but no less real for it. In retrospect, I see how I stacked the deck for such an enormous crash, and many years after it, I now have a much better handle on how to deal with burnout than I did back then. In today's Perfect Ten, I want to pass along my meager wisdom and experience about how to deal with this event... because it happens to most of us, sooner or later.

  • Ask Massively: We do in fact have rules edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.21.2011

    I feel that right now would be an excellent time to refer everyone to a bit of supplemental reading that should be really fun -- our Code of Conduct! Yes, we have a set of rules that we expect everyone to follow, and no, we are not stupid. If you spend months trying to skirt those rules very carefully, we will be watching hawk-like for the moment you step out of line. And when that happens? There is cake. Moving right along, it's time for another edition of Ask Massively. This time, we're discussing issues of balance and overall character depth as brought on by recent developments within the world of Darkfall. If you'd like to have a question answered in a future edition of the column, send it along to ask@massively.com or leave it in the comments afterward. Or use the comments to discuss something else; that does seem equally likely.

  • Social x-ray glasses can decode emotions, make your blind dates less awkward

    by 
    Amar Toor
    Amar Toor
    07.12.2011

    You may consider yourself a world-class liar, but a new pair of "social x-ray" glasses could soon expose you for the fraud you really are. Originally designed for people suffering from autism, these specs use a rice grain-sized camera to pick up on a person's 24 "feature points" -- facial expressions that convey feelings of confusion, agreement and concentration, among others. Once recognized, these signals are analyzed by software, compared against a database of known expressions and then relayed to users via an attached headphone. If their date starts to feel uncomfortable, a blinking red light lets them know that it's time to shut up. Rosalina Picard, an electrical engineer who developed the prototype with Rana el Kaliouby, acknowledged that her algorithm still needs some fine tuning, but told New Scientist that the glasses have already proved popular with autistic users, who often have difficulty deciphering others' body language. No word yet on when these social specs could hit the market, but they'll probably make us even more anti-social once they do.

  • Shocker! Gamer behavior is actually quite predictable

    by 
    Sharif Sakr
    Sharif Sakr
    06.14.2011

    Isn't it curious how you always crack open a beer before settling in for some GTA? Or how you tend to put an anxious hand over your wallet when logging onto PSN? No soldier, it is not curious. Not at all. But this is: Researchers at North Carolina State University claim they've found a way to predict your in-game behavior with "up to 80 percent accuracy." After analyzing the decision-making of 14,000 World of Warcraft players, they noticed that different players prefer different types of achievements. These preferred achievements clump together into statistically significant groups, known as "cliques", even if they have nothing obvious in common. So a WoW player who likes to improve their unarmed combat skills also, for some psychological reason, tends to want points for world travel. What's more, the researchers believe that clique-spotting can be exploited outside the rather specific world of WoW, in which case their method could prove lucrative to game designers, online retailers and pretty much anyone with an interest in predicting your next move. Want to know more? Then we predict you'll click the PR after the break.

  • Shocker! The internet is not egalitarian, popular forum posters have it easy

    by 
    Sharif Sakr
    Sharif Sakr
    06.13.2011

    Researchers at the University of Georgia analyzed six years' worth of Usenet posts, and you know what they discovered? Life ain't fair. The most popular two percent of posters who started discussion threads hogged 50 percent of all replies, while everyone else struggled for attention. What made some thread-starters more attractive than others? Thankfully it wasn't rampant flaming. The distinguishing trait was actually how factual they were: only 12 percent of posts by popular posters contained personal opinions or comments. However, posting a bit of news isn't all it takes to win followers. In a related experiment, 200 volunteers were unleashed onto "simulated" discussion forums and their behavior revealed an even more important factor. The slightly flummoxed researchers called it a "preferential attachment", which pulled readers towards posters who already had an excess of followers. In other words, life still ain't fair. For a delightfully factual breakdown of the full results, check out the PR after the break.