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A MMORPG Decision-Making Model Based on Persuasive Reciprocity

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Integrated Uncertainty in Knowledge Modelling and Decision Making (IUKM 2011)

Abstract

From a videogame perspective, decision-making is a crucial activity that happens at all times and at different levels of perception. Moreover, it has direct influence over a game’s performance, a fact that also concerns to RPGs as they can act as tools to enhance the improvement of the proximal development zones of the involved individuals. As the RPG has an inherent cooperative character that stimulates socialization, interaction and the improvement of communication skills, it was thought that it would be interesting to take advantage of the RPG to build a model using Petri Net, based on the Game Theory and on a application of the Theory of Persuasion to an MMORPG environment, that involves the user in some kind of plot, at the same time that favors a greater ease in decision-making.

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© 2011 Springer-Verlag Berlin Heidelberg

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Neto, H.C.S., Carvalho, L.F.B.S., Paraguaçu, F., Lopes, R.V.V. (2011). A MMORPG Decision-Making Model Based on Persuasive Reciprocity. In: Tang, Y., Huynh, VN., Lawry, J. (eds) Integrated Uncertainty in Knowledge Modelling and Decision Making. IUKM 2011. Lecture Notes in Computer Science(), vol 7027. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24918-1_7

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  • DOI: https://doi.org/10.1007/978-3-642-24918-1_7

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-24917-4

  • Online ISBN: 978-3-642-24918-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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