Information Technology Reference
In-Depth Information
Fig. 21.8 The means of
conflict ratings by the
student's dominant
Collectivism/Individualism
orientation (number of
reports D 1,461)
Collectivist Individualist
Collectivist/Individualist orientation
Table 21.10
Game Features where t denotes the time that the log is recorded
Feature type
Symbol
Description
Reported features
C
Conflict rating reported by the player at t
S
The sum of all the players' reports about social relationships
with the other players (where higher number denotes disliking)
E H
The number of players who report being happy at t
E S
The number of players who report being sad at t
E N
The number of players who report being neutral at t
E A
The number of players who report being angry at t
In-game actions
G D
The number of trade rejections featuring the player up to t
G R
The number of incidents concerning spreading or receiving
rumors featuring the player up to t
G M
The number of positive messages posted or received featuring
the player up to t
G S
The number of thefts (stealing or being stolen from) featuring
the player up to t
G T
The number of successful trades featuring the player up to t
While C represents a single student's report only, the social judgement about the
other players ( S ) and emotion factors ( E H , E S , E N , and E A ) represent collective
states at the moment. S is the sum of all the player's social judgements about
the others participating in the game. Therefore, the range of S is between 0 (when all
the players reports are highly positive) and 16 (when all the players reports are
highly negative). The emotion factors define the number of the players who reported
being in the particular emotion. For instance, if three players report that they are
happy and the fourth one reports that she is angry, E H is 3 and E A is 1 and the rest
emotion factors ( E N , E S )are0.
 
Search WWH ::




Custom Search