ACM Home Page
Please provide us with feedback. Feedback
Using conflict theory to model complex societal interactions
Full text PdfPdf (701 KB)
Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Psychology and sociology in games table of contents
Pages 65-72  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
Ben Medler  Georgia Institute of Technology, Atlanta, GA
Joe Fitzgerald  Letters and Social Sciences Online, East Lansing, MI
Brian Magerko  Georgia Institute of Technology, Atlanta, GA
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 13,   Downloads (12 Months): 87,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1496984.1496996
What is a DOI?

ABSTRACT

Conflict theory can be used to explain the interactions between societies during times of turmoil and change (i.e. revolutions, strikes or everyday debates). Games have been produced that make use of different aspects of conflict theory; however a common framework for organizing a system to produce realistic conflicts has not been created. This paper presents one such framework, based upon principles of conflict theory, which describe a generalized way of organizing a system to produce realistic conflict situations among societies. With our framework, we present how current commercial games represent conflict and how our framework can be implemented by these games in order to increase the system's flexibility and accuracy in representing conflict.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Aureli, F. and Waal, F. 2000. Natural Conflict Resolution. Ed. Aureli, F. and Waal, F., University of California Press Berkeley, CA.
 
2
Barnett, T. 2004. The Pentagon's New Map. Putnam, New York, NY.
 
3
Bartos, O. and Wehr, P. 2002. Using Conflict Theory. Cambridge University Press, Cambridge, UK.
 
4
Blizzard Ent.: World of Warcraft. (2004).
 
5
Cavazza, M., Charles, F.; Mead, S. J. 2002. Planning Characters' Behaviour In Interactive Storytelling. The Journal of Visualization and Computer Animation. 13, 2, 121--131.
 
6
EA Games. 2004. The Sims 2. Maxis.
 
7
Firaxis Games. 2005. Civilization IV. 2K Games.
 
8
Fry, B. and Reas, C. Processing, http://processing.org/
 
9
Homans, G. C. 1968. Social Behavior: Its Elementary Forms. Routledge & Kegan Paul, London.
 
10
Levy, J. 2001. Theories of Interstate and Intrastate War. In Turbulent Peace. Ed. Crocker, C., Hampson, F., and Aall, P. United States Institute of Peace Press, Washington, DC. 1--27.
 
11
Marx, K. and Engels, F. 2002. The Communist Manifesto. Penguin Group, New York.
 
12
Mateas, M. and Stern, A. 2003. Facade: An Experiment in Building a Fully-Realized Interactive Drama. In Game Developers Conference. San Francisco.
 
13
14
 
15
 
16
 
17
Si, M., Marsella, S. C., & Pynadath, D. V. 2004. Thespian: modeling socially normative behavior in a decision-theoretic framework. In 6th International Conference on Intelligent Virtual Agents. Marina del Rey, CA.
 
18
Waltz, K. 1959. Man, the State, and War. Columbia University Press, New York.
 
19
Watrall, E. 2000. Chopping Down the Tech Tree. In Gamasutra.
 
20
Weeks, D. 1992. The Eight Essential Steps to Conflict Resolution. Putnam, New York, NY.
 
21
Wilmot, W. and Hocker, J. 2001. Interpersonal Conflict 6th ed. McGraw-Hill, New York, NY.

Collaborative Colleagues:
Ben Medler: colleagues
Joe Fitzgerald: colleagues
Brian Magerko: colleagues