Related papers: Level Up or Game Over: Exploring How Dark Patterns…
Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Antisocial behavior can be contagious, spreading from individual to individual and rippling through social networks. Moreover, it can spread not only through third-party influence from observation, just like innovations or individual…
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality.…
Large Language Models (LLMs) have increasingly enhanced or replaced traditional Non-Player Characters (NPCs) in video games. However, these LLM-based NPCs inherit underlying social biases (e.g., race or class), posing fairness risks during…
As users increasingly turn to large language model (LLM) based web agents to automate online tasks, agents may encounter dark patterns: deceptive user interface designs that manipulate users into making unintended decisions. Although dark…
Wealthy individuals may be less tempted to defect than those with comparatively low payoffs. To take this into consideration, we introduce coevolutionary success-driven multigames in structured populations. While the core game is always the…
Many researchers have been concerned with social media and possible negative impacts on the well-being of their audience. With the popularity of social networking sites (SNS) steadily increasing, psychological and social sciences have shown…
An emerging theme in artificial intelligence research is the creation of models to simulate the decisions and behavior of specific people, in domains including game-playing, text generation, and artistic expression. These models go beyond…
Recent research has taken particular interest in observing the dynamics between altruistic and individual behavior. This is a commonly approached problem when reasoning about social dilemmas, which have a plethora of real world counterparts…
In the last few decades, numerous experiments have shown that humans do not always behave so as to maximize their material payoff. Cooperative behavior when non-cooperation is a dominant strategy (with respect to the material payoffs) is…
Multiplayer online games are ideal settings for studying the effects of technological disruptions on social behavior. Software patches to online games cause significant changes to the game's rules and require players to develop new…
A player plays a game by sending messages into the game world using an interaction technique. These messages are then translated into actions performed on or by game objects towards achieving the game's objectives. A game's interaction…
This work explores dynamics existing in interactions between players. The dynamic system of games is a new attitude to modeling in which an event is modeled using several games. The model allows us to analyze the interplay capabilities and…
Until now mean-field-type game theory was not focused on cognitively-plausible models of choices in humans, animals, machines, robots, software-defined and mobile devices strategic interactions. This work presents some effects of users'…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
We study the effects of individual perceptions of payoffs in two-player games. In particular we consider the setting in which individuals' perceptions of the game are influenced by their previous experiences and outcomes. Accordingly, we…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
Considering that prior research has found older users undergo a different privacy decision-making process compared to younger adults, more research is needed to inform the behavioral privacy disclosure effects of these strategies for…
In recent years, there has been growing interest in studying games on multiplex networks that account for interactions across linked social contexts. However, little is known about how potential cross-context interference, or spillover, of…