Please use this identifier to cite or link to this item: https://dspace.ncfu.ru/handle/123456789/29638
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dc.contributor.authorLapina, M. A.-
dc.contributor.authorЛапина, М. А.-
dc.contributor.authorMovzalevskaya, V. V.-
dc.contributor.authorМовзалевская, В. В.-
dc.date.accessioned2025-02-06T14:17:12Z-
dc.date.available2025-02-06T14:17:12Z-
dc.date.issued2025-
dc.identifier.citationZolotarev, V., Arkhipova, A., Lapina, M., Prakasha, G.S., Movzalevskaya, V. Assessing Player Interaction for a Social Networking Cooperative Educational Game // Lecture Notes in Networks and Systems. - 2025. - 1222 LNNS. - pp. 114-121. - DOI: 10.1007/978-3-031-78776-8_12ru
dc.identifier.urihttps://dspace.ncfu.ru/handle/123456789/29638-
dc.description.abstractCooperative interaction in educational games, designed to stimulate teamwork, joint creativity and knowledge sharing, also carries potential security threats. One of the key dangers is data leakage. Player interaction involves the exchange of information, and in case of insufficient protection of the system, confidential data, such as personal information, game progress results or individual strategies, may become available to unauthorized persons. This may result in misuse of information, damage to reputation and violation of player privacy. The impact on the game space is also a threat. By interacting, players can change the game world, for example, by entering incorrect data, moving objects to an inappropriate location, or modifying the rules of the game. This can lead to a violation of the balance of the game, incorrect results and a deterioration in the learning effect. Substitution or falsification of game elements is no less dangerous. Attackers can introduce fake elements into the game space, for example, incorrect reviews, changed rules or incorrect data. This can lead to incorrect conclusions, distort learning outcomes, and undermine confidence in the game. In addition, the use of interaction tools can become an object of attack. Attackers can hack and modify tools, such as communication platforms or data storage systems. This can lead to data theft, incorrect operation of tools and malfunction during the game. It is shown that formal descriptions of the choice of a game strategy can exist in a game. Indicators that are essential for cooperative interaction are determined, and examples of their calculation for the case with remote interaction through a social network are given. The article contains information about collaborations, which can be used to assess and choose the direction of development in projects that use game cooperative strategies to implement tasks other than training. The project highlights aspects of cooperative interaction that affect the formation of game strategies in an educational project. Of particular interest are projects in which a social network is the tool and medium of interaction. The objectives of the project are to identify easy-to-use indicators that show the features of cooperative interaction within an educational game.ru
dc.language.isoenru
dc.publisherSpringer Science and Business Media Deutschland GmbHru
dc.relation.ispartofseriesLecture Notes in Networks and Systems-
dc.subjectActivity forecastingru
dc.subjectModelru
dc.subjectEducationru
dc.subjectGamificationru
dc.subjectQuestru
dc.titleAssessing Player Interaction for a Social Networking Cooperative Educational Gameru
dc.typeСтатьяru
vkr.instФакультет математики и компьютерных наук имени профессора Н.И. Червяковаru
Appears in Collections:Статьи, проиндексированные в SCOPUS, WOS

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