Self-Organisation in Games, Games on Self-Organisation

S. Mammen
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引用次数: 7

Abstract

In this paper, we shed light on the phenomenon of self- organisation in the context of computer games. Self- organisation is an important concept that intersperses a broad range of real-world domains-from economy over ecology, the built infrastructure, distributed technologies to the life sciences. Yet, self-organisation is often hard to recognise and especially hard to control. Computer games can amend this problem by training players to cope with self-organising systems interactively. Here, they can continuously interact with self-organising systems, explore them without jeopardy and gain foundational insights in their dynamics. We present several examples of commercial titles that integrate aspects of self-organisation as well as several academically motivated games that explicitly build on top of it. We further propose a taxonomy on the use of self- organisation in gaming contexts and we conclude with an outlook on potential future works in this direction.
游戏中的自组织,游戏中的自组织
在本文中,我们阐明了电脑游戏背景下的自组织现象。自组织是一个重要的概念,它广泛地分布在现实世界的各个领域——从经济到生态、建筑基础设施、分布式技术到生命科学。然而,自我组织往往难以识别,尤其难以控制。电脑游戏可以通过训练玩家以互动方式处理自组织系统来解决这个问题。在这里,他们可以不断地与自组织系统互动,在没有危险的情况下探索它们,并获得对其动态的基本见解。我们列举了几个整合了自组织元素的商业游戏的例子,以及一些基于自组织元素的学术动机游戏。我们进一步提出了在游戏环境中使用自组织的分类法,并对这一方向的潜在未来工作进行了展望。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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