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	<title>Independent Developer &#187; research</title>
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		<title>Helping People Play Nice</title>
		<link>http://www.independentdeveloper.com/archive/2008/04/07/helping-people-play-nice</link>
		<comments>http://www.independentdeveloper.com/archive/2008/04/07/helping-people-play-nice#comments</comments>
		<pubDate>Tue, 08 Apr 2008 06:00:04 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[gamasutra]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[NPD]]></category>
		<category><![CDATA[online gaming]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[statistics]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=87</guid>
		<description><![CDATA[According to a recent report by NPD, 42 percent of people who play games play online. Of those who do play online, 90 percent play through their PCs. Only 19 percent of the 42 percent play on a game console or portable. That it means that nearly 60% of all gamers don&#8217;t play online at [...]]]></description>
			<content:encoded><![CDATA[<p>According to a recent report by NPD, 42 percent of people who play games play online. Of those who do play online, 90 percent play through their PCs. Only 19 percent of the 42 percent play on a game console or portable. </p>
<p><strong>That it means that nearly 60% of all gamers don&#8217;t play online at all, and an even smaller fraction play console games online</strong>&#8211;despite the fact that the retail console game market is substantially larger than the PC market. That still adds up to millions of players, but it&#8217;s small compared to the offline and single-player market.</p>
<p>Many people have explored different reasons for this from connectivity to ease-of-use, but in a new article on <a href="http://www.gamasutra.com/" target="_external">Gamasutra</a>, Bill Fulton explores one of the less-discussed causes: The behavior of some online gamers is so abrasive&#8211;even to the point of abusive at times&#8211;that many new players would  simply rather not play. </p>
<blockquote><p><em>Some gamers might be thinking &#8220;If he&#8217;s so thin-skinned that he can&#8217;t take the online banter, maybe he shouldn’t play online.&#8221; Unfortunately, many people do just that &#8212; they stop playing online.</p>
<p>Even more gamers go online a few times and then never play again. This isn&#8217;t just my personal speculation; I have seen convincing data from two different sources that the biggest problem with online gaming is the behavior of others. The biggest problem isn&#8217;t the cost; it isn&#8217;t connectivity issues, or even the quality of the games &#8212; it is how people are f***wads online.</p>
<p>[...]</p>
<p>The online behavior of our customers is dramatically reducing our sales, and continues to stunt the growth of our industry. Non-gamers simply don’t love games enough to put up with the crap they get online.</em></p></blockquote>
<p>I think most people who play online would agree that this is a problem&#8230; not just for games, but across the Internet in general as forums, instant messaging and other services are often equally plagued by griefers, net trolls and others those who&#8217;s primary source of amusement is making other people miserable. While many people use these services anyway, many people don&#8217;t, or they severely limit the online communities they participate in.</p>
<p>The article goes on to further suggest ways that game developers can implement game rules to discourage the anti-social behavior of the minority of players who would otherwise spoil the game for everyone.</p>
<p>Read the article: <a href="http://www.gamasutra.com/view/feature/3604/fixing_online_gaming_idiocy_a_.php" target="_external">Fixing Online Gaming Idiocy: A Psychological Approach</a> (<b><i>WARNING: This article contains strong language.</i></b>)</p>
<p>NPD report on online gaming: <a href="http://www.npd.com/corpServlet?nextpage=entertainment-special-reports_s.html">Online Gaming 2008</a></p>
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		<title>How Games Influence Ideas</title>
		<link>http://www.independentdeveloper.com/archive/2007/11/29/how_games_influence_ideas</link>
		<comments>http://www.independentdeveloper.com/archive/2007/11/29/how_games_influence_ideas#comments</comments>
		<pubDate>Thu, 29 Nov 2007 08:18:00 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[computer games]]></category>
		<category><![CDATA[ecology]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gender issues]]></category>
		<category><![CDATA[national science foundation]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[social values]]></category>
		<category><![CDATA[values at play]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[worldviews]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Games, books, and movies may be entertainment, but they also influence the way people think. The &#8220;Values at Play&#8221; research project, a collaboration between Hunter College&#8217;s innovative Tiltfactor Lab and New York University sponsored by the National Science Foundation, is investigating how game designers unconsciously and consciously express and encourage specific worldviews through their creations. [...]]]></description>
			<content:encoded><![CDATA[<p>Games, books, and movies may be entertainment, but they also influence the way people think. The <a href="http://valuesatplay.org/">&#8220;Values at Play&#8221;</a> research project, a collaboration between Hunter College&#8217;s innovative Tiltfactor Lab and New York University sponsored by the National Science Foundation, is investigating how game designers unconsciously and consciously express and encourage specific worldviews through their creations.</p>
<p>This looks like an interesting project, providing a growing body of useful research for seasoned developers, as well as game design contests and curriculum tools for students and educators.</p>
<p><a href="http://valuesatplay.org/">http://valuesatplay.org/</a></p>
]]></content:encoded>
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		<title>Content Aware Image Resizing</title>
		<link>http://www.independentdeveloper.com/archive/2007/10/30/content_aware_image_resizing</link>
		<comments>http://www.independentdeveloper.com/archive/2007/10/30/content_aware_image_resizing#comments</comments>
		<pubDate>Tue, 30 Oct 2007 07:48:00 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
				<category><![CDATA[Code Snippets]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[algorithms]]></category>
		<category><![CDATA[computer graphics]]></category>
		<category><![CDATA[computer programming]]></category>
		<category><![CDATA[content aware]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[image resizing]]></category>
		<category><![CDATA[image retargeting]]></category>
		<category><![CDATA[image scaling]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[siggraph]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[A friend at work just showed me this, and boy is it cool. &#8220;Seam Carving&#8221; is a new algorithm for image retargeting. Image retargeting is an alternative to scaling and cropping, but it is content-aware. Scaled images suffer from the problem that the re-sized content may be too small to see. Cropped images may eliminate [...]]]></description>
			<content:encoded><![CDATA[<p>A friend at work just showed me this, and boy is it cool. <strong>&#8220;Seam Carving&#8221;</strong> is a new algorithm for image retargeting. Image retargeting is an alternative to scaling and cropping, but it is content-aware. Scaled images suffer from the problem that the re-sized content may be too small to see. Cropped images may eliminate important content. Image retargeting solves both problems by keeping the image elements the same size and simply eliminating the &#8220;unimportant&#8221; parts of the image.</p>
<p>Graphic artists occasionally modify images this way by hand when doing page layouts for magazines&#8211;think of it like a visual form of copy-fitting&#8211;but an automated approach opens a world of possibilities. The number of of potential practical applications are immense, and include everything from dynamic web page re-flowing to widescreen-to-standard aspect texture fitting for games.</p>
<p align="center">
[youtube:http://www.youtube.com/watch?v=vIFCV2spKtg 350 292]<br />
<strong>A <a href="http://www.faculty.idc.ac.il/arik/IMRet-All.mov" title="Seam Carving Video" target="_blank">better version of the video</a> as well as the <a href="http://www.faculty.idc.ac.il/arik/imret.pdf" title="Seam Carving for Content-Aware Image Resizing" target="_blank">research paper</a> can be found on <a href="http://www.faculty.idc.ac.il/arik/" title="Dr. Shamir's Research" target="_blank">Dr. Shamir&#8217;s</a> home page</strong>. What&#8217;s really neat is how straight-forward the method seems to be. The paper is well worth the read if you are interested in graphics algorithms.</p>
<p>If you&#8217;d like to play around with this technique on your own images, <strong>someone&#8217;s already <a href="http://rsizr.com/" title="Flash Image Retargeting" target="_blank">implemented the algorithm in Flash</a>.</strong></p>
]]></content:encoded>
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