Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników

Znaleziono wyników: 4

Liczba wyników na stronie
first rewind previous Strona / 1 next fast forward last
Wyniki wyszukiwania
Wyszukiwano:
w słowach kluczowych:  gaming
help Sortuj według:

help Ogranicz wyniki do:
first rewind previous Strona / 1 next fast forward last
1
Content available Virtuality engineering in esports
EN
Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.
PL
Sport elektroniczny (esport) powstał z połączenia wewnętrznej potrzeby rywalizacji ludzi i rozwoju technologicznego w wielu powiązanych dziedzinach. Jednocześnie to zjawisko ma wiele wspólnego ze sportami tradycyjnymi, które od wielu lat formali zowały to, w jaki sposób powinien przebiegać proces szkolenia. Bez technologii, które umożliwiły powstanie gier komputerowych i zjawiska gamingu taki rozwój byłby niemożliwy. W tej pracy po staramy się przedstawić szerszą dziedzinę badań nad esportem i pojęcie inżynierii wirtualności. Jednocześnie wskazujemy możli we przyszłe kierunki rozwoju niektórych aspektów dyscypliny, która jest niezmiernie obszerna. Poszczególne informatyczne aspekty esportu to na przykład zastosowanie technologii wytwarzania gier, wirtualnej rzeczywistości (VR), rzeczywistości rozszerzonej (AR), uczenia maszynowego (ML), sztucznej inteligencji (AI) i inne. Jednak esport to nie tylko informatyka, ale także prawo (prawa intelektualne, ubezpieczenia, bezpieczeństwo i ograniczenia wie kowe), administracja (drużyny, kluby, organizacje, przepisy ligowe i turnieje), biologia (medycyna, psychologia, uzależnienia, szkolenia i edukacja). Ostatecznie opisaliśmy także pewne stereotypy zwią zane z esportem i grami komputerowymi mając na celu wskazanie niepokojących aspektów rozwoju tej dyscypliny. Ten artykuł ma na celu przedstawienie zagadnienia badawcze rozwijane w kraju i w środowisku międzynarodowym.
EN
Electronic sports (esports) emerged from the internal need for competitive play and technological developments in many related fields. At the same time, this phenomenon has a lot in common with traditional sports, which formalized the theory guiding training processes for many years. Technological deve lopment made the emergence of computer games and gaming phenomenon possible. This work will present a broader study of esports and the concept of virtuality engineering. At the same time, we indicate the possible future directions of development of some aspects of the discipline, which is incredibly vast. The various IT aspects of esports include, for example, the use of game production technologies, virtual reality (VR), augmented reality (AR), machine learning (ML), artificial intelligence (AI), and others. However, esports is not only connected to IT but also the law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments), and biology (medicine, psychology, addictions, training, and education). Finally, we also described some stereo types associated with esports and computer games to point out disturbing aspects of the development of the sport. This article aims to present research issues being developed domestically and internationally.
EN
Purpose: The study's main objective was to identify the risks associated with game developers' mechanisms to define the micropayment system, using the example of EA Sports' practices in the FIFA series of games. The specific objectives were: to define the form in which micropayments occur in games of the FIFA series, to determine the factors that affect the attractiveness of micropayments to players, and to define the similarities between loot boxes and gambling games. Design/methodology/approach: The authors highlighted the payments used by game developers available from within the app, their characteristics and the juxtaposition of these mechanisms with those used in gambling. Then, using desk research analysis, the financial benefits of using this system for the developers of the FIFA series were analyzed, as well as the identified potential risks of these practices. The authors based their considerations on Polish and foreign literature, studying academic articles, books, reports, and chapters from monographs and electronic sources. The following professional, scientific databases were used to gather scientific literature: Google Scholar, ResearchGate and ScienceDirect. Findings: Micropayments are an essential source of additional revenue for game developers. Not only do they effectively engage players, but the value of additional in-game purchases often exceeds the product's original price (i.e. the full-priced game). The term micropayments, in this case, is already used conventionally - it is widespread for some in-game purchases to be as much as hundreds of zlotys. Because of their apparent similarities to gambling, loot boxes, or boxes with randomized prizes, are controversial - so much so that countries such as Belgium are considered gambling and do not allow for young people. Typical users of micropayments in games are minors, who are more easily influenced by the persuasion practised by game developers, especially in multiplayer games, where a competitive element and additional content can improve a player's performance. Social implications: Due to mechanisms using microtransactions, companies can profit significantly from selling complementary content after the revenue from product sales has already been generated. Loot boxes engage players, but they also raise a lot of controversy and doubts due to their disturbing resemblance to gambling. Originality/value: The treatment of issues treating the phenomenon of micropayments in online games is based on the literature on the subject, Polish and foreign, enriching the existing body of scientific work on the gaming industry, signalling the authors' contribution to the development of the discipline of management and quality sciences. The article is primarily addressed to researchers and scholars dealing with e-gaming in the context of its various dimensions. The work may also interest students of marketing, psychology and pedagogy. In addition, the article is valuable for parents and guardians of children and adolescents who spend time on online games to outline the problem of micropayments in games. The article's value is a comprehensive discussion of gambling, micropayments and "loot box" mechanics about the controversies and regulations surrounding them.
PL
Celem artykułu jest przedstawienie spektrum szans rozwoju badań w zakresie bezpieczeństwa militarnego, dzięki szerokiemu zastosowaniu gamingu w rozumieniu metody badawczej wykorzystującej gry w roli narzędzi badawczych, w ramach ustrukturyzowanego podejścia metodologicznego umożliwiającego pozyskiwanie danych jakościowych i ilościowych na temat procesów decyzyjnych. Dana metoda czy narzędzie może być określone mianem gry jeśli spełnia warunki definicyjne. Szanse wypływające bezpośrednio z wykorzystania gamingu zostały zidentyfikowane jako: (1) możliwość poddawania próbom w bezpiecznym (sztucznym) środowisku idei z krytycznej dziedziny jaką stanowi bezpieczeństwo militarne, i w której za błędy płaci się zwyczajowo najwyższą cenę, (2) umożliwienie powstawania nieprzewidzianych zjawisk podobnych do Czarnych Łabędzi w skutek zachodzących w grze interakcji, co aby móc lepiej zrozumieć ich wpływ na poddawane próbom systemy, (3) zwiększenie liczby dostępnych metod i narzędzi badawczych.
EN
The article aims to demonstrate the prospect of opportunities for military security research that can be seized by utilization of gaming – understood as a generic term for structured methodological approach for developing and employing games – as a research tool for military security, which can provide qualitative and sometimes also quantitative support for decision-making process in varied contexts. Specified method can be referred as a game if it matches the characteristics originating from a games definition. Directly identified opportunities that can be possibly achieved by an extended usage of gaming are as follows: (1) opportunity to test ideas from critical field which is military security in safe (artificial) environment, (2) allowing for unexpected events created by the players to occur similar to Black Swan type events in order to get better understanding of the impact of such events on system being tested. (3) expanding the analytic tool kit.
first rewind previous Strona / 1 next fast forward last
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.