<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1870-9044</journal-id>
<journal-title><![CDATA[Polibits]]></journal-title>
<abbrev-journal-title><![CDATA[Polibits]]></abbrev-journal-title>
<issn>1870-9044</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Centro de Innovación y Desarrollo Tecnológico en Cómputo]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1870-90442011000200007</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[A Model of Decision-Making Based on the Theory of Persuasion used in MMORPGs]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Silva Neto]]></surname>
<given-names><![CDATA[Helio C.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Carvalho]]></surname>
<given-names><![CDATA[Leonardo F. B. S. de]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Paraguaçu]]></surname>
<given-names><![CDATA[Fábio]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Lopes]]></surname>
<given-names><![CDATA[Roberta V. V.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Federal University of Alagoas  ]]></institution>
<addr-line><![CDATA[Maceió AL]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2011</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2011</year>
</pub-date>
<numero>44</numero>
<fpage>37</fpage>
<lpage>43</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1870-90442011000200007&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1870-90442011000200007&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1870-90442011000200007&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[From a videogame perspective, decision-making is a crucial activity that takes place at all times and at different leveis of perception. Moreover, this process influences the gamers' performances, which is an interesting feature for RPGs as they are games that are able to work as tools for increasing the improvement of the proximal development zones of players due to their inherent trait of cooperation, which alone, stimulates their skills of socialization, interaction and, consequently, communication. A feat that is achieved by involving players in a kind of plot that requires them to interact and take decisions, hence, favoring decision-making process. For these reasons, the RPG genre was considered as an appropriate test bed to apply the decision-making model proposed by this paper, which was built by using a Petri Net and that combines concepts taken from The Game Theory and from the reciprocity principle from the Theory of Persuasion.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Psychology of persuasion]]></kwd>
<kwd lng="en"><![CDATA[systems decision making]]></kwd>
<kwd lng="en"><![CDATA[MMORPG]]></kwd>
<kwd lng="en"><![CDATA[RPG]]></kwd>
<kwd lng="en"><![CDATA[Petri net and game theory]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  	    <p align="center"><font face="verdana" size="4"><b>A Model of Decision&#150;Making Based on the Theory of Persuasion used in MMORPGs</b></font></p>  	    <p align="center"><font face="verdana" size="2">&nbsp;</font></p> 	    <p align="center"><font face="verdana" size="2"><b>Helio C. Silva Neto*, Leonardo F. B. S. de Carvalho**, F&aacute;bio Paragua&ccedil;u***, and Roberta V. V. Lopes****</b></font></p> 	    <p align="center"><font face="verdana" size="2">&nbsp;</font></p> 	    <p align="justify"><font face="verdana" size="2"><i>MSc in Computational Modeling of Knowledge, Federal University of Alagoas (UFAL), Postcode 57072&#150;970, Macei&oacute;, AL, Brazil</i> (*<a href="mailto:helio.hx@gmail.com">helio.hx@gmail.com</a>, **<a href="mailto:lfilipebsc@gmail.com">lfilipebsc@gmail.com</a>, ***<a href="mailto:fabioparagua2000@gmail.com">fabioparagua2000@gmail.com</a>, ****<a href="mailto:rv2l@hotmail.com">rv2l@hotmail.com</a>).</font></p> 	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p> 	    <p align="justify"><font face="verdana" size="2">Manuscript received June 21, 2011.    <br>     Manuscript accepted for publication August 25, 2011.</font></p> 	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p> 	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2"><b>Abstract</b></font></p> 	    <p align="justify"><font face="verdana" size="2">From a videogame perspective, decision&#150;making is a crucial activity that takes place at all times and at different leveis of perception. Moreover, this process influences the gamers' performances, which is an interesting feature for RPGs as they are games that are able to work as tools for increasing the improvement of the proximal development zones of players due to their inherent trait of cooperation, which alone, stimulates their skills of socialization, interaction and, consequently, communication. A feat that is achieved by involving players in a kind of plot that requires them to interact and take decisions, hence, favoring decision&#150;making process. For these reasons, the RPG genre was considered as an appropriate test bed to apply the decision&#150;making model proposed by this paper, which was built by using a Petri Net and that combines concepts taken from The Game Theory and from the reciprocity principle from the Theory of Persuasion.</font></p> 	    <p align="justify"><font face="verdana" size="2"><b>Key words:</b> Psychology of persuasion, systems decision making, MMORPG, RPG, Petri net and game theory.</font></p> 	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p> 	    <p align="justify"><font face="verdana" size="2"><a href="/pdf/poli/n44/n44a7.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p> 	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p> 	    <p align="justify"><font face="verdana" size="2"><b>REFERENCES</b></font></p> 	    <!-- ref --><p align="justify"><font face="verdana" size="2">&#91;1&#93; E. de Oliveira Batista, <i>Information System: the conscious use of technology for management,</i> S&atilde;o Paulo: Saraiva, 2004.    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[&#160;<a href="javascript:void(0);" onclick="javascript: window.open('/scielo.php?script=sci_nlinks&ref=6083564&pid=S1870-9044201100020000700001&lng=','','width=640,height=500,resizable=yes,scrollbars=1,menubar=yes,');">Links</a>&#160;]<!-- end-ref --></font></p> 	    <!-- ref --><p align="justify"><font face="verdana" size="2">&#91;2&#93; C. 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