title: Changing the (video) game: Innovation, user satisfaction and copyrights in network market competition

authors: Goltz, Nachshon (Sean)

abstract: This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, “radical innovation” was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike.

text: Changing the (video) game: Innovation, user satisfaction and copyrights in network market competition This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, “radical innovation” was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike.

year: 2015

title: Toward a reconnection model for solar flare statistics

authors: Wheatland, M.S.

subjects: MHD—sun

abstract: A model to account for observed solar flare statistics in terms of a superposition of independent random flaring elements (assumed to be sites of magnetic reconnection in the coronal magnetic field and hence termed “separators”) is described. A separator of length  is assumed to flare as a Poisson process in time, with a rate v(l) inversely proportional to the Alfvén transit time for the structure. It is shown that a relationship ξ∞lk between the mean energy of events ξ at a separator and the separator length implies a relationship E∞Tk between individual waiting times τ and energies E of events at the separator. The most plausible K=2 model is found to be compatible with simple pictures for magnetohydrodynamic energy storage prior to magnetic reconnection in a current sheet with anomalous (turbulent) resistivity. Formal inversion of the observed flare frequency-energy distribution is shown to imply a distribution P(l) ∞l-1 of the separator lengths in active regions. A simulation confirms the basic results of the model. It is also demonstrated that a model comprising time-dependent separator numbers N=N(t) can reproduce an observed power-law tail in the flare waiting-time distribution, for large waiting times.

text: Toward a reconnection model for solar flare statistics A model to account for observed solar flare statistics in terms of a superposition of independent random flaring elements (assumed to be sites of magnetic reconnection in the coronal magnetic field and hence termed “separators”) is described. A separator of length  is assumed to flare as a Poisson process in time, with a rate v(l) inversely proportional to the Alfvén transit time for the structure. It is shown that a relationship ξ∞lk between the mean energy of events ξ at a separator and the separator length implies a relationship E∞Tk between individual waiting times τ and energies E of events at the separator. The most plausible K=2 model is found to be compatible with simple pictures for magnetohydrodynamic energy storage prior to magnetic reconnection in a current sheet with anomalous (turbulent) resistivity. Formal inversion of the observed flare frequency-energy distribution is shown to imply a distribution P(l) ∞l-1 of the separator lengths in active regions. A simulation confirms the basic results of the model. It is also demonstrated that a model comprising time-dependent separator numbers N=N(t) can reproduce an observed power-law tail in the flare waiting-time distribution, for large waiting times.

year: 2003-09

title: Te hau mihi ata mātauranga Māori and science - Cross cultural dialogue

authors: Joseph, Robert

abstract: The Te Hau Mihi Ata Mātauranga Māori and Science research project (the research project) will explore ways to link mātauranga Māori and western science. The purpose of the research project is to open a new creative knowledge space to unleash innovative thinking and cross-cultural connection that is unique to New Zealand which can be a source of untapped economic, social, environmental and cultural potential. The historic marginalisation of alternative value and knowledge systems has prevented quality engagement and dialogue between these two knowledge systems in New Zealand. The research project will develop, inter alia, a new inter-cultural dialogue process between Māori educated in western-based science and experts in mātauranga Māori.

text: Te hau mihi ata mātauranga Māori and science - Cross cultural dialogue The Te Hau Mihi Ata Mātauranga Māori and Science research project (the research project) will explore ways to link mātauranga Māori and western science. The purpose of the research project is to open a new creative knowledge space to unleash innovative thinking and cross-cultural connection that is unique to New Zealand which can be a source of untapped economic, social, environmental and cultural potential. The historic marginalisation of alternative value and knowledge systems has prevented quality engagement and dialogue between these two knowledge systems in New Zealand. The research project will develop, inter alia, a new inter-cultural dialogue process between Māori educated in western-based science and experts in mātauranga Māori.

year: 2008-11