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Roger Altizer

Bio: Roger Altizer is an academic researcher from University of Utah. The author has contributed to research in topics: Game design & Video game. The author has an hindex of 8, co-authored 30 publications receiving 172 citations. Previous affiliations of Roger Altizer include Queensland University of Technology.

Papers
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Proceedings ArticleDOI
21 Apr 2020
TL;DR: The findings show that players define toxicity as behaviors disrupt their morale and team dynamics, and are inclined to normalize negative behaviors, rationalize it as part of the competitive game culture akin to traditional sports, and participate a form of gamer classism.
Abstract: Toxicity in online environments is a complex and a systemic issue. Collegiate esports communities seem to be particularly vulnerable to toxic behaviors. In esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce enjoyment which may cause them to leave the game. The aim of this study is to investigate how players define, experience and deal with toxicity in esports games that they play. Our findings from an interview study and five monthly follow ups with 19 participants from a university esports club show that players define toxicity as behaviors disrupt their morale and team dynamics, and are inclined to normalize negative behaviors, rationalize it as part of the competitive game culture akin to traditional sports, and participate a form of gamer classism, believing that toxicity is more common in lower level play than in professional and collegiate esports. There are many coping mechanisms employed by collegiate esports players, including ignoring offenders, deescalating tense encounters, and using tools to mute offenders. Understanding the motivations behind collegiate esports players' engagement with toxicity may help the growing sport plot a positive trajectory towards healthy play.

45 citations

Proceedings ArticleDOI
04 Mar 2009
TL;DR: This paper chronicles the efforts starting the EAE program and demonstrates how to create an interdisciplinary program that not only attracts students to CS, but also equips them for careers or research in video games and animation.
Abstract: The Entertainment Arts and Engineering (EAE) program is a unique, new undergraduate interdisciplinary program at the University of Utah bringing together the School of Computing and the Division of Film Studies in an effort to teach both video game development and computer animation. Students pursuing a film or computer science degree may enroll in the program as a means of focusing their education on digital arts and entertainment. The key characteristic of the program is the shared classes where students from both Computer Science and Fine Arts study together and cooperate on game and animation projects. The program is highlighted by a yearlong capstone course in which the students work together to make a video game or animated short from scratch. This paper chronicles our efforts starting the EAE program and demonstrates how to create an interdisciplinary program that not only attracts students to CS, but also equips them for careers or research in video games and animation.

24 citations

Journal ArticleDOI
TL;DR: Health-promoting videogames are emerging as nonpharmacological tools to help patients manage their diseases via neuronal mechanisms that activate positive emotions and the reward system.
Abstract: Video games capture the rapt attention of an individual player’s mind and body, providing new opportunities for personalized health care. An example of therapeutic interactive technologies is an incentive-based video game that translates physical exercise into mental empowerment via motivational metaphoric visualization in order to help patients psychologically overcome cancer. Such nonpharmacological interventions may enhance patients’ resilience toward various chronic disorders via neuronal mechanisms that activate positive emotions and the reward system.

24 citations

Journal ArticleDOI
TL;DR: The preliminary feasibility and acceptability of a newly developed game-based symptom-reporting app for school-age children with cancer support the developmental relevance of the app and its role in enhancing the child’s autonomy and serving as an outlet for creativity.
Abstract: Children with cancer have difficulty identifying and describing the multiple symptoms they experience during hospitalization and between clinical encounters. Mobile health resources, including apps, are potential solutions to support child-centric symptom reporting. This study evaluated the feasibility and acceptability of a newly developed game-based symptom-reporting app for school-age children with cancer. Nineteen school-age children (6–12 years of age) receiving treatment for cancer at a COG institution in the Intermountain West of the United States used a game-based symptom-reporting app between clinical visits. Feasibility was evaluated through a summary of actual days of app use and interaction with each of the app’s features. Children and their parents participated in interviews regarding the app’s acceptability. Children used the app a median of 4 days (range 1–12) and interacted most frequently with the symptom reporting and the drawing features. Children enjoyed aspects of the app that supported their creativity and provided choices. Parents endorsed the interactive nature of the app and the value of the child providing his/her own report. Both children and parents identified additional opportunities to enhance the child’s user experience. Study results support the preliminary feasibility and acceptability of the app. Children’s and parents’ responses supported the developmental relevance of the app and its role in enhancing the child’s autonomy and serving as an outlet for creativity. Future directions include optimizing the child user’s experience and investigating the app’s role as a resource to enhance shared decision-making for symptom management.

22 citations

Journal ArticleDOI
TL;DR: This study tested the hypothesis that in patients with LLD who have failed at least one trial of an SSRI/SNRI antidepressant at an adequate dose for at least 8 weeks, nCCR will improve both depressive symptoms and the CCD associated with poor antidepressant response more than an active control group.
Abstract: Late life major depression (LLD) is often accompanied by cognitive deficits. When patients have specific deficits in cognitive control functions (CCD), they are not only distressing and debilitating, they often predict poor clinical outcomes such as reduced response to SSRI/SNRI antidepressants, increased disability, suicide and all-cause mortality. We recently reported that in an open label trial, our treatment designed to target these specific CCD with neuroplasticity-based computerized cognitive remediation (nCCR) improved depression and CCD in patients who failed to remit with conventional antidepressant treatment. This study tested the hypothesis that in patients with LLD who have failed at least one trial of an SSRI/SNRI antidepressant at an adequate dose for at least 8 weeks, nCCR will improve both depressive symptoms and the CCD associated with poor antidepressant response (i.e. semantic strategy, inhibition of prepotent responses) more than an active control group. Participants were randomized (1:1) to receive either 30 hours/ 4 weeks of neuroplasticity based computerized cognitive remediation (nCCR) designed to target CCD, or the active control condition matched for duration, engagement, reward, computer presentation, and contact with study staff. All participants and raters were blinded. Mixed effects model analysis the time effect (week) (F(1,71.22)=25.2, p<0.0001) and treatment group X time interaction (F(1,61.8)=11.37, p=.002) reached significance indicating that the slope of decline in MADRS was steeper in the nCCR-GD group. Further, the nCCR group improved their semantic clustering strategy(t(28)=9.5; p=.006), as well as performance on the Stroop interference condition, and cognitive flexibility (Trails B). Further, results transferred to memory performance, which was not a function trained by nCCR. clinicaltrials.gov.

22 citations


Cited by
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Journal ArticleDOI

630 citations

01 Jan 2012
TL;DR: 2012 [AS13b, Wal12a], 2013 [Alv13, Bar13, Cam13, Car13, CCS13, Cut13, Edi14, Swe13].
Abstract: 2012 [AS13b, Wal12a]. 2013 [Alv13, Bar13, Cam13, Car13, CCS13, Cut13, Edi14, Swe13]. 2014 [CDS13, DN14, ND14, Rod14, Tym14a]. 2015 [DeL14a, DeL14b, She15b]. 2016 [AT16a, CCV16, CCV17, MR15, SDCT16a, SDCT16c, She16a]. 2017 [DG17, EC17, Fit18b, MJ18, TCSM17, TCM17]. 2018 [BG18b, DD17, Dec19b, Gol18, JI18, MKMP18, MMK18, PQH17, She18]. 2019 [Cut19, FI19, HPQ19, MP19a, MPRM19, MP19b, MS19, Rod18, She19a]. 2020 [DH19].

169 citations

Journal Article
TL;DR: Camillo Eitzen as mentioned in this paper has experienced a very dynamic last two years, with a major group restructuring, acquisitions and a public share listing, and the company's progress and strategy.
Abstract: Subtitle: Camillo Eitzen in Norway has experienced a very dynamic last two years, with a major group restructuring, acquisitions and a public share listing. Stephen Matthews reviews the company's progress and strategy.

141 citations

Journal ArticleDOI
TL;DR: In this paper, the authors investigate the co-production process and the contextual elements that shape it in the context of R&D collaborations between universities and industry and develop a conceptual framework that builds on the service-dominant logic perspective that value propositions emerge from the interaction between co-producing parties.

78 citations