417 research outputs found

    Mobile virtual worlds

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    This thesis examines the role of mobile access to virtual worlds in massively multiplayer online role playing games (MMORPG:s). Online gaming worlds have existed for decades, but ever since the smartphone has become more common, new interaction possibilities to these worlds have emerged. We have conducted a literature review to clarify existing gaps in the research community regarding mobile virtual worlds. Through this review, we have constructed a research model containing previously established motivation factors for MMORPG:s, interconnected with possible categories of how to improve the game experience with mobile features. An online survey on this topic was sent out to World of Warcraft players and the results show that many aspects of gameplay through mobile access could improve the gaming experience of virtual gaming worlds. The responses showed very mixed feelings about using many game features from the mobile phone, especially those that tie in with real life. An important finding among the results is the strong reluctance among the players to pay extra money for the addition of mobile access to the virtual world, and a low motivation to use synchronous gameplay features via a mobile computing device

    Social, Casual and Mobile Games

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world

    The economics of free: freemium games, branding and the impatience economy

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    The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of game play. Free to download, but structured around micro-payments, these games raise the complex relationship between game design and commercial strategies. Although offering a free gameplay experience in line with open access philosophies, these games also create systems that offer control over the temporal dynamics of that experience to monetise player attention and inattention. This article will examine three ‘freemium’ games, Snoopy Street Fair, The Simpsons’ Tapped Out and Dragonvale, to explore how they combine established branding strategies with gameplay methods that monetise player impatience. In examining these games, this article will ultimately indicate the need for game studies to interrogate the intersection between commercial motivations and game design 2 and a broader need for media and cultural studies to consider the social, cultural, economic and political implications of impatience

    A framework for the design and analysis of socially pervasive games

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    Pervasive games have the potential to create large social impacts on players and non-players alike. However, this can only happen when the game becomes integrated and accepted within a social community - or in other words, is socially adopted in its target environment. A socially pervasive game must also adapt to allow people to play at their own convenience. In my research I describe Powell’s Pervasive Play Lens (3PL), a framework for the design and analysis of socially pervasive games. 3PL is a powerful model that elaborates the magic circle to illustrate the concentric boundaries of play that surround socially pervasive games, helping designers understand when and how a person and a community might adopt a new pervasive game. This 3PL framework and theory have been applied to develop and refine Snag’em, a human scavenger hunt that has been applied to help students learn professional networking skills in several conferences over three years. I present my findings in a design research narrative that details the complex and rich social environments for Snag’em and the evolution of it’s design over several iterations. This narrative illustrates the application of 3PL and how designers can predict and measure how particular game elements create affordances that increase the acceptance, adoption, and adaptability of socially pervasive games

    Socially Adaptable Games

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    In this paper we describe the concept of socially adaptable games, computer games that are intentionally designed to function in and adapt to changing social environments during gameplay. Principles of social adaptability are described as well as how it relates to concepts such as social weight, seamfulness and interruptability. Our ongoing design work for exploring various solutions to support social adaptability is also detailed. The motivation for the work is grounded in the observation that the full potential of mobile and pervasive computer games will not be possible until these games are possible to coexist with complex and changing social environments. Introduction of technology is usually disruptive, at least initially, and especially so in a social environment where not all people use the technology. To gain understanding about how mobile and pervasive computer games can overcome these challenges we have taken the approach of understanding how technology can augment games that are already perceived as socially adaptable without ruining that characteristic. By choosing to look at board games, which arguably are already integrated to function in social environments, we believe that we can learn requirements for using technology to support and maintain socially adaptability. This technology knowledge can then be transferred to mobile and pervasive computer games so that the category of games that can be classified as being socially adaptability can be expanded to include the types of games as well. We also choose to look upon how different social relationships affect each other, extra-game and intra-game, in order to understand how groups form and disperse in and around a game. To support design work for socially adaptable games we have developed a set of principles. Besides describing them in relation to existing concepts we also describe various forms of social adaptability a game can have. We have done so in three ways. The first way is through linking the social adaptability to how a game design can support different types of social interaction and thereby allowing transitions between different activities and different user groups. We have done this by investigating how a game design can explicitly define social roles by linking these to the traditional functional roles. Besides allowing social grouping to form, this can be used to support players who want to take different social roles each time they play the game or let players change their social roles during gameplay. By linking these two types of roles, the issue of social adaptability can be viewed as an integral part of the game design. Also, the game design can be modeled to handle both internal and external events, from a gameplay perspective, that affects the social interaction within the game. The second way is by exploring how a game design can allow for several players to share the social experience of playing a game together but at the same time giving each player an orthogonal, or at least very different, gameplay experience. The gameplay experience could differentiate in many ways, for example through changing difficulty or complexity. This opens the gaming field for players with otherwise incompatible gameplay preferences and thereby gives them a common social playing ground. In this way, the game design can bridge the age and gender gap instead of focusing on a single type of gameplay. The third way is linked to Huizinga’s model of the magic circle. In and around the magic circle we have identified seven different types of change in the social environment from the game design perspective. Through describing the different technical and game design requirements needed for each of the transitions we present a generic way to approach game design for games that are to be socially adaptable. By considering the seven different types of change, a game designer can in a structured fashion decide what aspects of changes in the social environment that the game design should be able to handle and support

    WHY PEOPLE STICK TO PLAY SOCIAL NETWORK SITE BASED ENTERTAINMENT APPLICATIONS: DESIGN FACTORS AND FLOW THEORY PERSPECTIVE

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    Abstract Benefiting from the popularity of Social Network Site (SNS), the Social Network Site based Entertainment Applications (SNSEAs) have been reaching a wide range of users. However, research on design factors in the SNSEAs and the outcomes of incorporating these factors into SNSEAs is still scant, especially for the phenomenon of user stickiness in this context. Studies on SNSEAs are believed to have a significant contribution to both the Social Network Site researchers and practitioners. This study is developed to investigate the design factors of SNSEAs and antecedent of user's stickiness through an empirical study. Based on flow theory, perceived playfulness of SNSEAs is identified as the direct antecedent, which is found to be affected by four design factors

    Social gaming: A systematic review

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    Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes

    Designing Location-based Games : How to support players’ social interaction, physical activity and learning about their local environment

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    The earliest academic studies on location-based games (LBGs) were conducted in the early 2000’s, but the recent upsurge in the popularity and success of commercial LBGs has created a need to re-examine the genre in light of new empirical evidence. In 2016, Pokemon GO brought the LBG genre into a spotlight by being downloaded hundreds of millions of times and generating over 4 billion USD in lifetime revenue to date. Since then, new games such as Jurassic World: Alive, The Walking Dead: Our World and The Witcher: Monster Slayer have emerged. Understanding phenomena related to LBGs is important for various stakeholders from game designers to urban designers and educators. In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes. We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living. TIIVISTELMÄ Varhaisimmat akateemiset tutkimukset paikkatietoon pohjautuvista peleistĂ€ julkaistiin jo vuosituhannen alussa, mutta pelien viimeaikainen suosio ja kaupallinen menestys antavat aihetta tarkastella paikkatietoon pohjautuvien pelien suunnittelua uuden empiirisen todistusaineiston valossa. Vuonna 2016 julkaistua PokĂ©mon GO:ta on ladattu satoja miljoonia kertoja ja sen suosion inspiroimana on julkaistu sellaisia paikkatietoon pohjautuvia pelejĂ€ kuin Jurassic World: Alive, The Walking Dead: Our World sekĂ€ The Witcher: Monster Slayer. NĂ€iden pelien ja niihin liittyvien ilmiöiden ymmĂ€rtĂ€minen voi olla hyödyllistĂ€ monille eri tahoille, kuten pelisuunnittelijoille, kaupunkisuunnittelijoille ja koulutuksesta vastaaville. TĂ€ssĂ€ vĂ€itöskirjatutkimuksessa lĂ€hestytÀÀn paikkatietoon pohjautuvien pelien suunnittelua induktiivisesti kuuden alkuperĂ€isartikkelin avulla. Tutkimuksessa selvitetÀÀn mitkĂ€ ovat paikkatietoon pohjautuvien pelien keskeisimmĂ€t pelimekaniikat ja miten raportoidut positiiviset vaikutukset nivoutuvat niihin. Tulokset osoittavat, ettĂ€ suosittujen paikkatietoon pohjautuvien pelien keskiössĂ€ on ns. "Triune PoI System", joka koostuu 3+1 komponentista: tutkiminen, löytĂ€minen ja navigointi; sekĂ€ liikkuminen. Toisin sanoen pelaajat lĂ€htevĂ€t tutkimaan ympĂ€ristöÀÀn, löytĂ€vĂ€t sieltĂ€ mielenkiintoisia kohteita ja navigoivat niiden luokse. LisĂ€ksi pelien keskeisenĂ€ elementtinĂ€ on pelkĂ€stĂ€ liikkumisesta palkitseminen. Tutkimuksessa osoitetaan, ettĂ€ liikunta, sosiaalinen vuorovaikutus ja oppiminen on suosituissa peleissĂ€, kuten PokĂ©mon GO:ssa, keskeisesti sidottu Triune PoI Systemiin. LisĂ€ksi selvitetÀÀn mitĂ€ vaikutuksia kaupallisten paikkatietoon pohjautuvien pelien markkinoinnilla ja mikrotransaktiomekanismeilla on pelaajien hyvinvointiin. Tutkimuksessa havaitaan, ettĂ€ markkinointi saattaa vĂ€syttÀÀ pelaajia, mutta kokonaisuutena paikkatietoon pohjautuvien pelien pelaamisella ja hyvinvoinnilla on tilastollisesti merkitsevĂ€ vahva yhteys. LisĂ€ksi osoitetaan, ettĂ€ nostalgia ja mielikuvitus tukevat tunnetta pelaamisen merkityksellistĂ€. Lopuksi ehdotetaan, ettĂ€ paikkatietoon pohjautuvien pelien suosiota saattaa selittÀÀ niiden tarjoamat metsĂ€stĂ€jĂ€-kerĂ€ilijĂ€-elĂ€mĂ€n aspektit, joista urbaanissa miljöössĂ€ elĂ€vĂ€t ihmiset jÀÀvĂ€t arkielĂ€mĂ€ssÀÀn paitsi

    Design Framework for Social Interaction with Location-based Games

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    Location-based games invite players to have new forms of meaningful social interactions with others and provide opportunities for players to engage with their own neighbourhood’s public space. Earlier research on user requirements for such games have identified seven different activity types that have proven to initiate social interaction and capture real life exchanges for meaningful play-based social experiences. Yet, current understanding on what makes these games successful in such endeavours is still insufficient. This study furthers current understanding on the effects of location-based games for social interaction in local communities: it studies the forms of social interaction that the previously identified seven types of game activities elicit by analysing the nature and types of the exchanges they trigger. Based on this analysis, a design framework is proposed to 1) analyse existing location-based games and describe the forms of social interaction they trigger, and 2) help practitioners design new game activities that target specific forms of social interaction. This contributes to the enhancement of current understanding on the impact that these games can have in local communities, and on the way they can be better designed and used to promote social exchanges that are desired by players
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