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Book Gaming the Metrics

    Book Details:
  • Author : Mario Biagioli
  • Publisher : MIT Press
  • Release : 2020-01-28
  • ISBN : 0262356570
  • Pages : 307 pages

Download or read book Gaming the Metrics written by Mario Biagioli and published by MIT Press. This book was released on 2020-01-28 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to “publish or perish” is increasingly coupled with the newer necessity of “impact or perish”—the requirement that a publication have “impact,” as measured by a variety of metrics, including citations, views, and downloads. Gaming the Metrics examines how the increasing reliance on metrics to evaluate scholarly publications has produced radically new forms of academic fraud and misconduct. The contributors show that the metrics-based “audit culture” has changed the ecology of research, fostering the gaming and manipulation of quantitative indicators, which lead to the invention of such novel forms of misconduct as citation rings and variously rigged peer reviews. The chapters, written by both scholars and those in the trenches of academic publication, provide a map of academic fraud and misconduct today. They consider such topics as the shortcomings of metrics, the gaming of impact factors, the emergence of so-called predatory journals, the “salami slicing” of scientific findings, the rigging of global university rankings, and the creation of new watchdogs and forensic practices.

Book The Tyranny of Metrics

Download or read book The Tyranny of Metrics written by Jerry Z. Muller and published by Princeton University Press. This book was released on 2019-04-30 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the obsession with quantifying human performance threatens business, medicine, education, government—and the quality of our lives Today, organizations of all kinds are ruled by the belief that the path to success is quantifying human performance, publicizing the results, and dividing up the rewards based on the numbers. But in our zeal to instill the evaluation process with scientific rigor, we've gone from measuring performance to fixating on measuring itself—and this tyranny of metrics now threatens the quality of our organizations and lives. In this brief, accessible, and powerful book, Jerry Muller uncovers the damage metrics are causing and shows how we can begin to fix the problem. Filled with examples from business, medicine, education, government, and other fields, the book explains why paying for measured performance doesn't work, why surgical scorecards may increase deaths, and much more. But Muller also shows that, when used as a complement to judgment based on personal experience, metrics can be beneficial, and he includes an invaluable checklist of when and how to use them. The result is an essential corrective to a harmful trend that increasingly affects us all.

Book Game Analytics

    Book Details:
  • Author : Magy Seif El-Nasr
  • Publisher : Springer Science & Business Media
  • Release : 2013-03-30
  • ISBN : 1447147693
  • Pages : 792 pages

Download or read book Game Analytics written by Magy Seif El-Nasr and published by Springer Science & Business Media. This book was released on 2013-03-30 with total page 792 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Book Quality of Experience Modeling for Cloud Gaming Services

Download or read book Quality of Experience Modeling for Cloud Gaming Services written by Saman Zadtootaghaj and published by Springer Nature. This book was released on 2022-05-04 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.

Book Escape Velocity  Better Metrics for Agile Teams

Download or read book Escape Velocity Better Metrics for Agile Teams written by Doc Norton and published by OnBelay Consulting, LLC. This book was released on 2020-02-02 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: Velocity is the most commonly used metric in agile software delivery. It is also perhaps the least effective metrics in agile software delivery. In "Escape Velocity", Doc Norton walks the reader through common issues with metrics and how to avoid them, altermative metrics that not only help agile teams perform better, but enable them to continuously improve, and techniques for forecasting that vastly outperform the use of velocity. In a quirky, casual, and information dense style, Doc Norton makes the topic of tracking data entertaining and shows us how to be more effective in the pursuit of excellent software.

Book Data Feminism

    Book Details:
  • Author : Catherine D'Ignazio
  • Publisher : MIT Press
  • Release : 2020-03-31
  • ISBN : 0262358530
  • Pages : 328 pages

Download or read book Data Feminism written by Catherine D'Ignazio and published by MIT Press. This book was released on 2020-03-31 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new way of thinking about data science and data ethics that is informed by the ideas of intersectional feminism. Today, data science is a form of power. It has been used to expose injustice, improve health outcomes, and topple governments. But it has also been used to discriminate, police, and surveil. This potential for good, on the one hand, and harm, on the other, makes it essential to ask: Data science by whom? Data science for whom? Data science with whose interests in mind? The narratives around big data and data science are overwhelmingly white, male, and techno-heroic. In Data Feminism, Catherine D'Ignazio and Lauren Klein present a new way of thinking about data science and data ethics—one that is informed by intersectional feminist thought. Illustrating data feminism in action, D'Ignazio and Klein show how challenges to the male/female binary can help challenge other hierarchical (and empirically wrong) classification systems. They explain how, for example, an understanding of emotion can expand our ideas about effective data visualization, and how the concept of invisible labor can expose the significant human efforts required by our automated systems. And they show why the data never, ever “speak for themselves.” Data Feminism offers strategies for data scientists seeking to learn how feminism can help them work toward justice, and for feminists who want to focus their efforts on the growing field of data science. But Data Feminism is about much more than gender. It is about power, about who has it and who doesn't, and about how those differentials of power can be challenged and changed.

Book Measuring What Matters Most

Download or read book Measuring What Matters Most written by Daniel L. Schwartz and published by MIT Press. This book was released on 2013 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: An argument that choice-based, process-oriented educational assessments are more effective than static assessments of fact retrieval. If a fundamental goal of education is to prepare students to act independently in the world--in other words, to make good choices--an ideal educational assessment would measure how well we are preparing students to do so. Current assessments, however, focus almost exclusively on how much knowledge students have accrued and can retrieve. In Measuring What Matters Most, Daniel Schwartz and Dylan Arena argue that choice should be the interpretive framework within which learning assessments are organized. Digital technologies, they suggest, make this possible; interactive assessments can evaluate students in a context of choosing whether, what, how, and when to learn. Schwartz and Arena view choice not as an instructional ingredient to improve learning but as the outcome of learning. Because assessments shape public perception about what is useful and valued in education, choice-based assessments would provide a powerful lever in this reorientation in how people think about learning. Schwartz and Arena consider both theoretical and practical matters. They provide an anchoring example of a computerized, choice-based assessment, argue that knowledge-based assessments are a mismatch for our educational aims, offer concrete examples of choice-based assessments that reveal what knowledge-based assessments cannot, and analyze the practice of designing assessments. Because high variability leads to innovation, they suggest democratizing assessment design to generate as many instances as possible. Finally, they consider the most difficult aspect of assessment: fairness. Choice-based assessments, they argue, shed helpful light on fairness considerations.

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Book Data Analytics Applications in Gaming and Entertainment

Download or read book Data Analytics Applications in Gaming and Entertainment written by Günter Wallner and published by CRC Press. This book was released on 2019-07-11 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.

Book Games User Research

    Book Details:
  • Author : Anders Drachen
  • Publisher : Oxford University Press
  • Release : 2018
  • ISBN : 0198794843
  • Pages : 549 pages

Download or read book Games User Research written by Anders Drachen and published by Oxford University Press. This book was released on 2018 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Book Media in the Ubiquitous Era  Ambient  Social and Gaming Media

Download or read book Media in the Ubiquitous Era Ambient Social and Gaming Media written by Lugmayr, Artur and published by IGI Global. This book was released on 2011-09-30 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint, covering the fields of commerce, science, research affecting citizens"--Provided by publisher.

Book Gaming the Metrics

    Book Details:
  • Author : Mario Biagioli
  • Publisher : MIT Press
  • Release : 2020-01-28
  • ISBN : 0262537931
  • Pages : 307 pages

Download or read book Gaming the Metrics written by Mario Biagioli and published by MIT Press. This book was released on 2020-01-28 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to “publish or perish” is increasingly coupled with the newer necessity of “impact or perish”—the requirement that a publication have “impact,” as measured by a variety of metrics, including citations, views, and downloads. Gaming the Metrics examines how the increasing reliance on metrics to evaluate scholarly publications has produced radically new forms of academic fraud and misconduct. The contributors show that the metrics-based “audit culture” has changed the ecology of research, fostering the gaming and manipulation of quantitative indicators, which lead to the invention of such novel forms of misconduct as citation rings and variously rigged peer reviews. The chapters, written by both scholars and those in the trenches of academic publication, provide a map of academic fraud and misconduct today. They consider such topics as the shortcomings of metrics, the gaming of impact factors, the emergence of so-called predatory journals, the “salami slicing” of scientific findings, the rigging of global university rankings, and the creation of new watchdogs and forensic practices.

Book The Mistakes That Make Us

Download or read book The Mistakes That Make Us written by Mark Graban and published by Constancy, Inc.. This book was released on 2023-06-27 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: “At last! A book about errors, flubs, and screwups that pushes beyond platitudes and actually shows how to enlist our mistakes as engines of learning, growth, and progress. Dive into The Mistakes That Make Us and discover the secrets to nurturing a psychologically safe environment that encourages the small experiments that lead to big breakthroughs.” DANIEL H. PINK, #1 NEW YORK TIMES BESTSELLING AUTHOR OF DRIVE, WHEN, AND THE POWER OF REGRET We all make mistakes. What matters is learning from them, as individuals, teams, and organizations. The Mistakes That Make Us: Cultivating a Culture of Learning and Innovation is an engaging, inspiring, and practical book by Mark Graban that presents an alternative approach to mistakes. Rather than punishing individuals for human error and bad decisions, Graban encourages us to embrace and learn from them, fostering a culture of learning and innovation. Sharing stories and insights from his popular podcast, “My Favorite Mistake,” along with his own work and career experiences, Graban show how leaders can cultivate a culture of learning from mistakes. Including examples from manufacturing, healthcare, software, and two whiskey distillers, the book explores how organizations of all sizes and industries can benefit from this approach. In the book, you'll find practical guidance on adopting a positive mindset towards mistakes. It teaches you to acknowledge and appreciate them, take necessary measures to avoid them while gaining knowledge from the ones that occur. Additionally, it emphasizes creating a safe environment to express mistakes and encourages responding constructively by emphasizing learning over punishment. Developing a culture of learning from mistakes through psychological safety is essential in effective leadership and organizational success. Leaders must lead by example and demonstrate kindness to themselves and others by accepting their own blunders instead of solely pushing for more courage from their team. This approach, as Graban highlights, fosters a positive and productive work environment. The Mistakes That Make Us is a must-read for anyone looking to create a stronger organization that produces better results, including lower turnover, more improvement and innovation, and better bottom-line performance. Whether you are a startup founder or an aspiring leader in a larger company, this book will inspire you to lead with kindness and humility, and show you how mistakes can make things right. Table of Contents: Chapter One: Think Positively Chapter Two: Admit Mistakes Chapter Three: Be Kind Chapter Four: Prevent Mistakes Chapter Five: Help Everyone to Speak Up Chapter Six: Choose Improvement, Not Punishment Chapter Seven: Iterate Your Way to Success Chapter Eight: Cultivate Forever Afterword End Notes List of Podcast Guests Mentioned in the Book More Praise for the Book ”Making mistakes is not a choice. Learning from them is. Whether we admit it or not, mistakes are the raw material of potential learning and the means by which we progress and move forward. Mark Graban's The Mistakes That Make Us is a brilliant treatment of this topic that helps us frame mistakes properly, detach them from fear, and see them as expectations, not exceptions. This book's ultimate contribution is helping us realize that creating a culture of productive mistake-making accelerates learning, confidence, and success.” TIMOTHY R. CLARK, PHD, AUTHOR OF THE 4 STAGES OF PSYCHOLOGICAL SAFETY, CEO OF LEADERFACTOR

Book Gaming the Stage

Download or read book Gaming the Stage written by Gina Bloom and published by University of Michigan Press. This book was released on 2018-07-10 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Illuminates the fascinating, intertwined histories of games and the Early Modern theater

Book Multiplayer Gaming and Engine Coding for the Torque Game Engine

Download or read book Multiplayer Gaming and Engine Coding for the Torque Game Engine written by Edward F. Maurina and published by CRC Press. This book was released on 2008-05-09 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them how to improve their games by modifying the engine

Book Mobile   Social Game Design

Download or read book Mobile Social Game Design written by Tim Fields and published by CRC Press. This book was released on 2014-01-22 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract—and Retain—Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game’s overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

Book Gaming Sexism

    Book Details:
  • Author : Amanda C. Cote
  • Publisher : NYU Press
  • Release : 2020-09-01
  • ISBN : 1479838527
  • Pages : 274 pages

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.