343 research outputs found

    Massively Multiplayer Online Game in-game persuasive features and influence

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    Abstract. This bachelor’s thesis investigates the in-game persuasive mechanisms and their effects in Massively Multiplayer Online (MMO) games. The gaming industry has grown to massive proportions in recent years and the MMO game genre along with it. The topic is very relevant with persuasive and coercive game mechanics being ever more prevalent nowadays, especially related to monetization. This thesis attempts to answer how MMO games persuade the player and what effects the persuasion has on the player. In other words, which kind of persuasive methods are utilized by the game environment to affect the player and what potential consequences this might have on the person playing. The background section discusses the Persuasive Systems Design (PSD) model, as well as the thin line between persuasion and coercion. The definition of an MMO game and some of its history is also examined. The research was conducted in the form of a literature review and material from 2003 to 2020 was used. The main material was obtained from scientific online journals and books. This thesis investigates the game mechanics by attempting to categorize them into the PSD model principles which are primary task support, dialogue support, credibility support and social support, while separately including the ones that did not fit into this model. The most prevalent category found was social support. Games are never neutral as they always affect the user somehow. This intended or unintended influence can be investigated through the game environment. It can be highly positive, but deceptive or coercive game mechanics are nowadays commonly used and contribute to problematic usage. The topic of this research contains a lot of ethical questions, and it is important to pay attention to how games implement and use their methods of influence. Western laws are still behind regarding this issue, and games avoid legality issues related to, for example, in-game virtual gambling. The discussion is conducted by looking at the potential effects of gaming from the perspective of issues, ethics and solutions. This research can be used as a general overview of the topic and while not contributing new information to the field, it can work as a basis for future work. A look at potential future avenues is provided

    Getting Down in the MUDs: A Ludological Perspective on Arguers

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    Dan Cohen (2018) and Michael Gilbert (1997) have variously emphasized the need for argumentation theorists to pay attention to ‘arguers’ and not just ‘arguments.’ Following Yong-Set (2016), this paper will suggest that ‘games’ can be leveraged to enrich an understanding of the ‘person’ aspect of argumentation. Ludology is the academic and critical study of games qua games, especially in terms of system design, player experience and the socio-cultural dynamics of gaming. By drawing upon and extending the lessons learned from ludologist Bartle’s (1996, 2012) analysis of the relation between player-types and games that successfully implement Multi-User-Dungeons (MUDs), I argue that a healthy ‘ecosystem for argument’ requires different ‘player types.’ The preferred activities that differentiate the player types each require the success of other player types to prosper. If a goal is to understand how real argumentation functions so that it can be bettered, one cannot define the scope of argumentation narrowly or reductively. This highlights the importance of adopting a conceptual framework – such as Gilbert’s “4 Modes of Argument” – that is rich and versatile enough to deal with the diversity necessarily found in the range of activities that involve arguers and the arguments in which they produce and share evidence

    Massively multiplayer online roleplay games for learning

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    This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be usedeffectively to support learning and training communities. The chapter aims to propose that cross-disciplinaryapproaches to the study of game-based learning are needed to support better synthesis ofour current understanding of the effectiveness of learning with games. The chapter therefore includesa brief literature review of online gaming research to date, taken from psychological and educationalresearch perspectives. The chapter explores the main types of online games and highlights the mainthemes of research undertaken through a consideration of the use of online gaming in current learningand training contexts where online gaming is being used to support experiential and discovery learningapproaches. This chapter indicates future directions for cross-disciplinary research approaches in thisfield and considers how collaborative learning could best be supported through this approach

    Moral Mediators in the Metaverse: Exploring Artificial Morality through a Talking Cricket Paradigm

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    As technological innovations continue to shape our social interactions, the Metaverse introduces immersive experiences that reflect real-life practices, accessible by users through their avatars. However, these interactions also bring forth potential negative aspects, including discrimination and cyberbullying. While current automatic detection systems exist, educating users on appropriate behaviour remains crucial. Leveraging recent advancements in Artificial Intelligence, the paper focuses on creating virtual AI-controlled moral agents within the Metaverse to guide users in dealing with moral dilemmas. The research aims to understand how such agents impact users' perceptions and behaviours in ethically challenging virtual environments

    Virtual worlds: A new paradigm for advertising?

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    This thesis explores the new paradigms that are emerging as advertising encounters the Internet. The area that I explore is the convergence of corporate advertising and the online game, Second Life. The thesis takes as its starting point the economic and social/cultural history of advertising. I examine both Marxist and cultural theories of advertising, in order to properly understand the paradigm shifts of the past. I also investigate the effect that technological change has had on the practice of advertising. Having established an historical framework I· then turn to the current state of the advertising market, as it is defined by modern technology. The second and third parts of the thesis concentrate on the emergence of Massively Multiplayer Online Role Playing Games (MMORPGs) on the Internet and the effects that these virtual worlds are having on advertising. I focus on the paradigms that the industry employs in entering these worlds. I argue that Second Life has a number of distinct and distinguishing features that render it unique among MMORPGs and that these features have also attracted significant interest from major corporations and advertisers. Finally the thesis investigates the practice of advertising in Second Life, through a comparative analysis of advertising originating in world and a case study of a successful corporate campaign that embodies the new paradigm that has emerged to facilitate engaging with Second Life and its users

    Social interaction design in MMOs

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    This chapter discusses logics of design implemented within MMO’s to support social interaction. First we try to understand how designers attract players to games that request constant collaboration and cooperation actions to play and progress, and then how do they maintain the interest throughout playing. For the first question we discuss in depth the design for social interdependency, as for the second, we present a study on persuasion techniques used in the design of social game mechanics. We’ve used World of Warcraft as our main case study.(undefined

    Opportunities and Risks in Online Gaming Environments

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    Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks. This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games. The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions. The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers. This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype

    View, play and pay? – The relationship between consumption of gaming video content and video game playing and buying

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    Consuming live-streamed or pre-recorded gaming video content through video sharing services such as YouTube and Twitch has become a significant aspect of the modern gaming and online media culture. Although it has been argued that watching such content may replace some first-hand gaming activities, it has also been argued that consuming gaming video content may further increase both gaming activities and purchases related to gaming. This study provides the first empirical evidence on how the consumption of three popular types of gaming video content (game reviews, let’s plays and esports) affect the gameplay activity and game related purchasing behaviour and therefore extends our knowledge about digital consumer behaviour and its latest forms. Results indicate that all three forms of gaming video content have a positive association with time spent playing games. Moreover, gaming video consumption, especially the consumption of review video content, is positively associated with game purchasing behaviour

    Eliciting Behavior From Interactive Narratives: Isolating the Role of Agency in Connecting With and Modeling Characters

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    A key component differentiating interactive storytelling from non-interactive media is agency, or control over character choices. A series of experiments show that providing agency over a character increased the user-character connection, which then increased engagement in a character-consistent charitable act. Findings were observed in technologically simple online narratives that controlled for navigation/controller differences, graphics, sounds, lengthy play, and avatar customization. Effects emerged even though users did not practice these acts by making their character behave charitably. Findings were robust across happy and unfortunate endings and across first-, second-, and third-person narrative perspectives. Findings suggest promise for developing inexpensive ‘‘storygames’’ to encourage supportive behaviors
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