Travis L. Ross

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This paper suggests that the paradox of choice can be resolved in game environments by promoting heuristics-based decision-making, thereby maintaining player freedom while also avoiding the potential negative consequences of excessive deliberation. To do this, the informational cues relevant to such decisions must be made transparent, allowing players to(More)
This paper presents the features that make virtual worlds particularly well suited for use as experimental environments, particularly, shards, dataveillance, the ability to manipulate the environment, and controlled random samples. It also attempts to identify and provide concrete examples of how researchers can avoid two key points of contention when using(More)
This paper draws from insights gained while constructing a virtual world named Greenland at Indiana University. The first section, examines the theoretical evidence supporting the use of virtual worlds as experimental research tools. The second, addresses a few of the practical concerns a researcher will encounter when attempting to construct a virtual(More)
This paper examines social behavior in the online video game World of Warcraft. Specifically focusing on one element of social design: the behavior of players in the first release of Lookingfor-Raid (LFR) loot system of World of Warcraft. It uses lens of economic game theory, combined with Williams (2010) mapping principle and a modern theoretical account(More)
Maternal immune activation (MIA) during pregnancy has been linked to an increased risk of developing psychiatric pathologies in later life. This link may be bridged by a defective microglial phenotype in the offspring induced by MIA, as microglia have key roles in the development and maintenance of neuronal signaling in the central nervous system. The(More)