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72 results for “game studies”

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zenodo48/100

Player Experience in Video Game Character Analysis: A Study of Female Characters

<h3><span>Overview</span></h3> <p><span>This dataset is part of the study titled "Player Experience in Video Game Character Analysis: A Study of Female Characters", conducted at </span>Map&uacute;a University. The research aims to integrate player experience into an existing framework for video game character analysis.&nbsp;</p> <h3><span>Content</span></h3> <p><span>The dataset includes:</span></p> <ul> <li><span>A partial transcript of 5 semi-structured interviews with the key informants. Originally, 8 interviews were conducted, but the audio/video recordings for 3 interviews were lost and thus their transcripts are not available.</span></li> <li><span>Significant codes presented in tabulated form.</span></li> </ul> <h3><span>Data Collection Method</span></h3> <p><span>Data were collected through in-depth interviews conducted via Facebook Messenger and Discord from March to April 2024. Participants were various video game players from different backgrounds and age groups, ranging from 20 to 40 years old. Due to technical issues, the recordings of 3 interviews were lost, resulting in only 5 available transcripts.&nbsp;</span></p> <h3><span>Data Processing and Analysis</span></h3> <p><span>The 5 available interviews were transcribed verbatim. Data were analyzed&nbsp;</span><span>using thematic analysis, involving initial coding, theme development, and refinement.</span></p> <h3><span>Usage data</span></h3> <p><span>The dataset is organized into several sections within a single Word document (.docx). This word document has headings for navigation and a definition of terms.</span></p> <h3><span>Limitations</span></h3> <p><span>The dataset only includes 5 out of 8 due to technical difficulties encountered after the recording of the interview. This may impact the comprehensiveness of the findings.</span></p> <h3><span>Contextual Reference</span></h3> <p><span>The manuscript associated with this dataset heavily references the works "<span>A Structural Model for Player-Characters as Semiotic Constructs." (DOI: https://doi.org/10.26503/TODIGRA.V2I2.37) and "Object, me, symbiote, other: A social typology of player-avatar relationships." (DOI:https://doi.org/10.5210/FM.V20I2.5433) which explore the foundational frameworks on video game character analysis.</span></span></p> <p><span>&nbsp;For any further information or clarifications, please contact wbdg2000@gmail.com</span></p>

opencc-by-4.0Jun 2024View details →
zenodo48/100

Greenhouse Game Study Data

<p>Anonymous pre and post-student survey data on learning statistics by playing the Greenhouse game; available at https://dataspace.sites.grinnell.edu/greenhouse1.html. The data dictionary and the code used to clean and anonymize the data are also available.&nbsp;</p>

opencc-by-4.0Jan 2024View details →
zenodo44/100

Data-Driven Study of Long-Term Gaming Experience (Tribalwars)

<p>This is the accompanying dataset for our Paper &quot;Data-Driven Study of Long-Term Gaming Experience&quot; at the 14th International Conference on Quality of Multimedia Experience (QoMEX) - Please city this work if you use this dataset.</p> <p>This dataset contains hourly crawled player metadata of the Tribalwars casual game game round &quot;dep13&quot;.</p> <p>With this dataset and a set of possible tooling, we hope to provide a foundation into further data-driven QoE studies.</p> <p>You will find further information about prerequisites and the dataset within the <strong>eval.ipynb</strong>.</p>

opencc-by-4.0Jul 2022View details →
zenodo40/100

Database for article: "Privacy Perceptions in Digital Games: A Study with Information Technology (IT) Undergraduates"

<p>This database is an addendum to the article "<strong>Privacy Perceptions in Digital Games: A Study with Information Technology (IT) Undergraduates</strong>" to provide information regarding the anonymously collected data.</p><p><strong>Abstract of the article</strong></p><p>This study explores the perceptions and practices of undergraduates in Information Technology (IT) regarding privacy issues in digital games. This topic becomes relevant in the current scenario where artificial intelligence (AI) is increasingly integrated into digital games, providing an enhanced experience for players. However, this integration poses security and privacy challenges, the understanding of which is crucial for both players and developers.<br>The primary objective of this research is to comprehend the participants' perceptions and understandings of privacy in digital games. We employed a qualitative and quantitative methodology to address our research inquiries. Through an online form of data collection, we obtained 61 responses. Among the obtained information, we observed that 40\% &nbsp;of the students are interested in pursuing a career in game development, and 49.18% would consider this possibility. Noteworthy among the identified issues is the necessity for companies to devise more effective means of communicating their privacy policies to players/users, adapting the language to their target audience. Participants reported attacks related to online multiplayer games and expressed concerns about the security of personal data.</p>

opencc-by-4.0Sep 2023View details →
zenodo40/100

CrowdWater game training study

<p>This data is connected to the CrowdWater project (www.crowdwater.ch), initiated through the Hydrology and Climate group at the University of Zurich. The content of these files is based on the CrowdWater game training study, which was conducted by the authors. A publication with the results of this study will be submitted within the next few days. The questions of the study are shown in the pdf file and the answers are shown in the csv file.</p> <p>Column name explanations:</p> <p>- &quot;SG1&quot; / &quot;SG2&quot; stands for staff gauge placement one / two (before and after the training respectively)</p> <p>- &quot;ref_x&quot; stands for the number x of the 60 reference pictures, that were assessed by the participants for the rating score</p> <p>- &quot;first_refs&quot; / &quot;second_refs&quot; stands for the rating of reference pictures before and after the training respectively</p> <p>- &quot;SG1_ref_pic_id&quot; / &quot;SG2_ref_pic_id&quot; - refers to the stream pictures (shown in the supplementary material of the soon to be submitted paper)</p> <p>- &quot;SG1_suit_pic&quot; / &quot;SG1_suit_sg&quot; / &quot;SG1_size_cat&quot; / &quot;SG1_size&quot; / &quot;SG1_location&quot; / &quot;SG1_angle&quot; / &quot;SG1_line0&quot; / &quot;SG1_2sgs&quot; refers to the individual assessment criteria for the placement score. Further explanation can be found in the methods section of the paper. The same applies for &quot;SG2_...&quot; and &quot;app_...&quot;</p> <p>- &quot;SG1_sum&quot; / &quot;SG2_sum&quot; refers to the summed up placement score, that consists of the individual assessment criteria described above.</p> <p>- &quot;game_score&quot; refers to the training score</p> <p>- &quot;SG1_confidence_nr&quot; / &quot;SG1_confidence_simplified&quot; refers to the self-assessed confidence of the user, once in numeric terms and once in words. The same applies for &quot;SG2_confidence_...&quot;, &quot;first_refs_confidence_...&quot; and &quot;second_refs_confidence_...&quot;</p> <p>&nbsp;</p>

opencc-by-4.0Nov 2019View details →
zenodo36/100

Are Game Engines Software Frameworks? A Three-perspective Study

<p>Dataset for the paper: &quot;Are Game Engines Software Frameworks? A Three-perspective Study&quot;</p>

opencc-by-4.0Jan 2020View details →
zenodo36/100

Applying an Inconsistency Repair Mechanism for clone-and-own Code Smell Analysis: the Apo-games Case Study (Evaluation Data)

<p>This is a repository containing the artifacts and the results of the evaluation of the solution paper&nbsp;&quot;Applying an Inconsistency Repair Mechanism for <em>clone-and-own</em>&nbsp;Code Smell Analysis: the Apo-games Case Study&quot;</p>

opencc-by-4.0Jun 2022View details →
dryad36/100

Banding and recovery data on several game bird species to study hunting selectivity

<p><span>Selective hunting has various impacts that need to be considered for the conservation and management of harvested populations. The consequences of selective harvest have mostly been studied in trophy hunting and fishing, where selection of specific phenotypes is intentional.  Recent studies however show that selection can also occur unintentionally.</span> <span>With at least 52 million birds harvested each year in Europe, it is particularly relevant to evaluate the selectivity of hunting on this taxon. Here we considered </span><span>211 806</span><span> individuals belonging to 7 hunted bird species to study unintentional selectivity in harvest. Using linear mixed models, we compared morphological traits (mass, wing and tarsus size) and body condition at the time of banding between birds that were subsequently recovered from hunting during the same year as their banding, and birds that were not recovered. We did not find any patterns showing systematic differences between recovery categories, among our model species, for the traits we studied. Moreover, when a difference existed between recovery categories, it was so small that its biological relevance can be challenged. Hunting of birds in Europe therefore does not show any form of strong selectivity on the morphological and physiological traits that we studied, and should hence not lead to any change of these traits either by plastic or evolutionary response. </span></p>

opencc-zeroSep 2022View details →
zenodo36/100

Replication package for "An Empirical Study of Q&A Websites for Game Developers"

<p><strong>Replication package for the paper &quot;An Empirical Study of Q&amp;A Websites for Game Developers&quot;</strong></p> <p>This repository contains the datasets and scripts used to replicate the results from the paper &quot;An Empirical Study of Q&amp;A Websites for Game Developers&quot;.</p> <p>This is an exact copy of the repository on GitHub: https://github.com/asgaardlab/done-21-arthur-gamedev_qa_websites-code</p> <p><strong>Replication data</strong></p> <p>The datasets used to replicate the results for the paper can be found in the data directory (data/). These are the datasets we obtained after running all of the notebooks in this repository.</p> <p>Two of the studied websites are owned by companies (Epic and Unity) and we are not legally allowed to share the textual contents of the questions and answers as they are considered intellectual property. Therefore, instead of sharing the content of those posts, we included the URLs to all of the pages where the information used in the paper can be found, so that they can be crawled by future researchers.</p> <p>This is not an issue for Stack Overflow and the Game Development Stack Exchange, since that data is provided by Stack Exchange in the Stack Exchange Data Dump&nbsp;(https://archive.org/details/stackexchange).</p> <p><strong>Survey data:</strong>&nbsp;Unfortunately, our University&#39;s ethics board only allows us to share the survey responses in aggregated format, which is done in the paper. In this repository, we added the list of communities in which we shared the survey (data/surveyed_communities.csv).</p> <p><strong>Using this repository</strong></p> <p>If you are using the datasets provided in this repository, you just need to run the analysis notebook (code/analysis/paper_results.ipynb) to obtain the results as shown in the paper.</p> <p>Otherwise, if you want to run the whole pipeline from scratch, follow these steps:</p> <p>1. Download the data from Unity Answers and the UE4 AnswerHub from their websites (you can use the URLs provided in our datasets). Parse the HTML pages and extract the required information.</p> <p>2. Download the data from Stack Overflow and the Game Development Stack Exchange from the Stack Exchange Data Dump (https://archive.org/details/stackexchange). Run the notebooks to process the XML files from the Stack Exchange data dump (code/process_xml). For Stack Overflow, run the select_gamedev_posts.ipynb (code/process_xml/stackoverflow/select_gamedev_posts.ipynb) first.</p> <p>3. Run the text processing notebook (code/text_processing.ipynb).</p> <p>4. Run the topic modelling notebook (code/topic_modelling.ipynb).</p> <p>5. Run the topic comparisons notebook (code/topic_comparisons.ipynb).</p> <p>6. Finally, run the analysis notebook&nbsp;(code/analysis/paper_results.ipynb) to get the results as shown on the paper.</p>

opencc-by-4.0Jun 2021View details →
zenodo36/100

Dataset to Study Flexibility Service Providers' Gaming Potential and its Impact on TSO-DSO Coordinated Markets

<p>We publish the dataset and nomenclature table used to study the Flexibility Service Providers&rsquo; Gaming Potential and its Impact on TSO-DSO Coordinated Markets (paper published in the 2023 SEST conference).</p> <p>The dataset is composed by an interconnected system consisting of the&nbsp;IEEE 14-bus (TN) transmission network connected to two distribution networks: the Matpower systems&nbsp;69-bus (DN_69), and 141-bus (DN_141). All systems topology and some parameters are based on the corresponding cases in Matpower [1]. Injections and loads of the nodes are adapted to create&nbsp;an anticipated negative imbalance (total load surpassing total&nbsp;generation) in the interconnected system, resolved by upward&nbsp;flexibility. In addition, the lines&rsquo; upper limits are adjusted&nbsp;to create anticipated congestion in the networks.&nbsp;The interconnected system is fully represented in "Network.xlsx".<br>Upward and downward flexibility bids are randomly generated and allocated to the nodes. Their quantities are aligned with the nodes&rsquo; base injection/load and their marginal values are in the range [10, 26] euro/MW for downward, and marginal costs in the range [30, 73] euro/MW for upward, totaling 536 bids.&nbsp;</p> <p>4 bids lists are available in this dataset, to allow the strategic behavior analysis with different levels of liquidity:</p> <p>-&nbsp;In the list of bids "case 0", all 536 bids are present.</p> <p>- In the list of bids "case 1", 40% of bids in the transmission list are deleted (distribution bids are the same as in case 0).</p> <p>- In the list of bids "case 2", 98% of the bids in the distribution bids are deleted (transmission bids are the same as in case 0).</p> <p>- In the list of bids "case 3", only bids needed to solve distribution systems congestions are kept (all the others are deleted) (transmission bids are the same as in case 0).</p> <p>Source of the systems' topology:</p> <p>[1] R. D. Zimmerman, C. E. Murillo-Sanchez, and R. J. Thomas, &ldquo;Mat-power: Steady-state operations, planning, and analysis tools for power systems research and education,&rdquo; IEEE Transactions on power systems, vol. 26, no. 1, pp. 12&ndash;19, 2010.</p> <p>Please notice that this dataset does not replace the information provided by Matpower related to the aforementioned systems. It rather uses those systems topology and some of their&nbsp;parameters to build a case study to investigate TSO-DSO coordination market models for the procurement of flexibility.&nbsp;For the full description of these systems, please visit:&nbsp;<a href="https://matpower.org/">MATPOWER &ndash; Free, open-source tools for electric power system simulation and optimization</a>.</p>

opencc-by-4.0Jul 2023View details →
ClinicalTrials.gov36/100

Trial of a Video Game Intervention to Recalibrate Physician Heuristics: A Followup Study

ClinicalTrials.gov study NCT03138304. IPD Sharing: YES. Countries: 1. Publications: 1.

controlledIPD-YESFeb 2026View details →
ClinicalTrials.gov36/100

The VIGOR Study - Virtual Immersive Gaming to Optimize Recovery in Low Back Pain

ClinicalTrials.gov study NCT03463824. IPD Sharing: NO. Countries: 1. Publications: 1.

closedIPD-NOFeb 2026View details →
dryad36/100

Banding and recovery data on several game bird species to study hunting selectivity

Open the record for dataset details and reuse information.

publicSep 2022View details →
zenodo32/100

Strategic Game Theory Analysis of Digitalization in Raw Materials Manufacturing: A Case Study of China and Implications for Public Policy

Open the record for dataset details and reuse information.

opencc-by-4.0Apr 2024View details →
zenodo32/100

Bridging the gap between total peroxyl radical observations and models by measuring OH reactivity to improve estimates of ozone production: a case study from the 24th Winter Olympics Games-

Open the record for dataset details and reuse information.

openapache2.0Nov 2024View details →
zenodo32/100

Multimedia mixed reality interactive shared decision-making game in children with moderate to severe atopic dermatitis, a pilot study

<p><strong>Multimedia mixed reality interactive shared decision-making game in children with moderate to severe atopic dermatitis, a pilot study</strong></p>

opencc-by-4.0Oct 2022View details →
dryad32/100

Analyzing evolutionary game theory in epidemic management: A study on social distancing and mask-wearing strategies

<p>When combating a respiratory disease outbreak, the effectiveness of protective measures hinges on spontaneous shifts in human behavior driven by risk perception and careful cost-benefit analysis. In this study, a novel concept has been introduced, integrating social distancing and mask-wearing strategies into a unified framework that combines evolutionary game theory with an extended classical epidemic model. To yield deeper insights into human decision-making during COVID-19, we integrate both the prevalent dilemma faced at the epidemic's onset regarding mask-wearing and social distancing practices, along with a comprehensive cost-benefit analysis. We explore the often-overlooked aspect of effective mask adoption among undetected infectious individuals to evaluate the significance of source control. Both undetected and detected infectious individuals can significantly reduce the risk of infection for non-masked individuals by wearing effective facemasks. When the economic burden of mask usage becomes unsustainable in the community, promoting affordable and safe social distancing becomes vital in slowing the epidemic's progress, allowing crucial time for public health preparedness. In contrast, as the indirect expenses associated with safe social distancing escalate, affordable and effective facemask usage could be a feasible option. In our analysis, it was observed that during periods of heightened infection risk, there is a noticeable surge in public interest and dedication to complying with social distancing measures. However, its impact diminishes beyond a certain disease transmission threshold, as this strategy cannot completely eliminate the disease burden in the community. Maximum public compliance with social distancing and mask-wearing strategies can be achieved when they are affordable for the community. While implementing both strategies together could ultimately reduce the epidemic's effective reproduction number (Re) to below one, countries still have the flexibility to prioritize either of them, easing strictness on the other based on their socio-economic conditions.</p>

opencc-zeroMay 2024View details →
zenodo32/100

Replication package for: Network formation and efficiency in linear-quadratic games: An experimental study

<p>This is a replication package for the manuscripted titled "Network formation and efficiency in linear-quadratic games: An experimental study" published in the Economic Journal.&nbsp;</p>

opencc-by-4.0Jul 2024View details →
zenodo32/100

Intra- and Inter-Format Variability of Psychophysiological and Technical Responses in Different Small-Sided Soccer Game Formats: A Repeated Measures Study

Open the record for dataset details and reuse information.

opencc-by-4.0Aug 2024View details →
zenodo32/100

Empirical Study and Vision for a Holistic Serious Game Platform for Software Engineering Education

<p>Serious games are becoming increasingly popular in universities to motivate students. Therefore, more and more lecturers are using game-based learning to encourage students to learn the subject matter. However, using serious games in Software Engineering (SE) lectures at universities is rather challenging as the subject is very practice-oriented and requires special kinds of tasks, e.g., practicing programming, software modeling, etc. Thus, building serious games and integrating such SE-specific tasks is a serious technical challenge and requires immense development effort. Therefore, before developing new games, students' preferences should be analyzed to increase the chances that these games will be played. To address this issue, we conducted an empirical study with 105 students to investigate the requirements and chances for using serious games in &nbsp;SE education in universities. Our analysis shows that students' preferences vary significantly and that there is no clear indication of a single game type that motivates all students equally. Therefore, our second contribution is a vision for a microservice-based Holistic Serious Game Platform for Software Engineering Education, which supports efficiently developing different serious games and integrating SE-specific mini-games and tasks. Hence, our empirical results and the presented approach support advancing research and development of serious SE games and also sensitize game developers to the needs of SE education.</p>

opencc-by-4.0Oct 2024View details →

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Allen Brain Atlas

Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.

allen-brain-atlas
neuroscienceopenDocumentation, web resources, and API references are available online.
Last verified 2026-04-30Open record

Annotated Behaviour and Observability Dataset (ABODe)

ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.

abode-home-cage
behavioral-neuroscienceopenThe DataShare record exposes download links for annotations, documentation, license text, and the zipped per-snippet data directory.
Last verified 2026-04-30Open record

DANDI Archive for NWB datasets

DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.

dandi-nwb
electrophysiologyopenPublished Dandiset metadata and archive endpoints are available through the production DANDI API.
Last verified 2026-04-30Open record

International Brain Laboratory public data

The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.

ibl
behavioral-neuroscienceopenPublic sessions can be searched and loaded from the IBL public data server through ONE.
Last verified 2026-04-29Open record

OpenNeuro

OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.

openneuro
neuroscienceopenPublished datasets are available on demand over the internet.
Last verified 2026-04-29Open record