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© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

The game ‘Mafia’ is a logic puzzle that has been a top-rated party game played worldwide. Many studies have been dedicated to determining the best character combination to keep players engaged while analyzing the overall death toll. Although it has only two-sided plays, there are multiple combinations of characters in which each character’s rules are different. This paper explores the game’s sophistication using the game refinement theory and motion in mind model while measuring the entertainment of each character’s actions. It then focuses on the dynamics of minority versus majority behaviors during the game process. Computer simulations were conducted to collect the data of each character and assess the entertainment impacts. Moreover, the energy value of each character was computed based on the motion in mind model. The results show that when the number of ‘Mafia’ and the number of ‘Sheriffs’ are equal, the sophistication of each character is maximized. In addition, the data indicates the player engagement in the following order: Mafia>Sheriff>Citizen. Thus, it can be concluded that the actions of the Mafia character are the most complicated and significantly impact the game. It is expected that the results in this study enable game designers to improve each character’s perspective and examine possible enhancements from the viewpoint of entertainment.

Details

Title
The Dynamics of Minority versus Majority Behaviors: A Case Study of the Mafia Game
Author
Hong Ri 1   VIAFID ORCID Logo  ; Kang, Xiaohan 1   VIAFID ORCID Logo  ; Mohd Nor Akmal Khalid 2   VIAFID ORCID Logo  ; Iida, Hiroyuki 2   VIAFID ORCID Logo 

 School of Information Science, Japan Advanced Institute of Science and Technology, Nomi 923-1292, Ishikawa, Japan; [email protected] (M.N.A.K.); [email protected] (H.I.) 
 School of Information Science, Japan Advanced Institute of Science and Technology, Nomi 923-1292, Ishikawa, Japan; [email protected] (M.N.A.K.); [email protected] (H.I.); Research Center for Entertainment Science, Japan Advanced Institute of Science and Technology, Nomi 923-1292, Ishikawa, Japan 
First page
134
Publication year
2022
Publication date
2022
Publisher
MDPI AG
e-ISSN
20782489
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2642491873
Copyright
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.