Phil 10.5.17

7:00 – 9:00, 10:00 – 5:00 ASRC MKT

  • Playing with getting LaTex to do the correct formatting without using the new template. Getting pretty far, and starting to think that maybe the way to do this is from scratch? Yeah, I know, this way leads to madness…
  • What I should be doing is looking into the way to build the game and save the data. Should this be a browser plugin? A standalone web page? Where does the back end live?
  • Possible platforms to use
  • Studies that used created chatrooms and gamification.
    • Designing for reportability: sustainable gamification, public engagement, and promoting environmental debate
      • There is a growing emphasis in many countries on matters such as participation in e-government, e-democracy, the provision of forums for online debate, and so on. A critical issue in all of these cases is one of encouraging engagement across a broad spectrum of potentially interested parties and stakeholders. In this paper, we use an ethnographic study of an online event, designed to encourage debate, to explore some critical issues in how the mechanisms productive of debate have shifted in company with the Web 2.0 phenomenon. By contrasting this with a prior study of how players managed their gameplay in a multiplayer pervasive game, we focus upon how different ways of constructing games and events can have serious implications for their ordinary everyday reportability in routine face-to-face interactions. We conclude that designing for reportability should be an active consideration when designing the resources for online debate and consider some ways in which that might be accomplished.
    • Bicker Manor: a cross-media environmental campaign using missions
      • In this paper, we describe the design and implementation of a cross-media environmental campaign called Bicker Manor. We describe how the experience allowed players to participate using mobile phones by sending SMS and MMS messages, the web and interactive television. We describe how the experience used characters to playfully challenge players to complete missions with an environmental twist, before describing a generic, reusable mission framework and implementation with associated authoring and orchestration tools. Finally, we briefly describe the pilot of the experience and initial findings from an ongoing evaluation.
    • Analysing How People Orient to and Spread Rumours in Social Media by Looking at Conversational Threads
      • As breaking news unfolds people increasingly rely on social media to stay abreast of the latest updates. The use of social media in such situations comes with the caveat that new information being released piecemeal may encourage rumours, many of which remain unverified long after their point of release. Little is known, however, about the dynamics of the life cycle of a social media rumour. In this paper we present a methodology that has enabled us to collect, identify and annotate a dataset of 330 rumour threads (4,842 tweets) associated with 9 newsworthy events. We analyse this dataset to understand how users spread, support, or deny rumours that are later proven true or false, by distinguishing two levels of status in a rumour life cycle i.e., before and after its veracity status is resolved. The identification of rumours associated with each event, as well as the tweet that resolved each rumour as true or false, was performed by journalist members of the research team who tracked the events in real time. Our study shows that rumours that are ultimately proven true tend to be resolved faster than those that turn out to be false. Whilst one can readily see users denying rumours once they have been debunked, users appear to be less capable of distinguishing true from false rumours when their veracity remains in question. In fact, we show that the prevalent tendency for users is to support every unverified rumour. We also analyse the role of different types of users, finding that highly reputable users such as news organisations endeavour to post well-grounded statements, which appear to be certain and accompanied by evidence. Nevertheless, these often prove to be unverified pieces of information that give rise to false rumours. Our study reinforces the need for developing robust machine learning techniques that can provide assistance in real time for assessing the veracity of rumours. The findings of our study provide useful insights for achieving this aim.
    • Sarah-Kristin Thiel has a lot of work in this area
    • From game design elements to gamefulness: defining “gamification”
    • Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths
  • I think this may be a book with scenarios in it: Risk taking: A study in cognition and personality. It comes up in the literature a lot. Ordered.
  • Here’s one of the studies that uses the above: Correlates of Risky Decision-Making. It identifies a risk-taking personality type. Is this an explorer? Can this test be used on individuals and groups?

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