4,210 research outputs found
Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game
Massive multiplayer online role-playing games (MMORPGs) are very popular in
China, which provides a potential platform for scientific research. We study
the online-offline activities of avatars in an MMORPG to understand their
game-playing behavior. The statistical analysis unveils that the active avatars
can be classified into three types. The avatars of the first type are owned by
game cheaters who go online and offline in preset time intervals with the
online duration distributions dominated by pulses. The second type of avatars
is characterized by a Weibull distribution in the online durations, which is
confirmed by statistical tests. The distributions of online durations of the
remaining individual avatars differ from the above two types and cannot be
described by a simple form. These findings have potential applications in the
game industry.Comment: 6 EPL pages including 10 eps figure
Social Norms in Virtual Worlds of Computer Games
Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players
Online Gaming and Personality: Explaining Gamersâ Cheating Intention
Cheating in online games poses a risk to game publishers, as it deters other gamers and reduces revenues. These facts make it essential for game publishers to understand âwhoâ in the sense of gamers with what personalities have cheating intentions. Building on psychology research, we draw on (a) the big five personality traits and (b) the dark triad personality traits to explain how these reflect gamersâ personalities and together lead to cheating intentions. Following a configurational approach (N=192), we reveal two configurations explaining high cheating intention and one explaining low cheating intention. We contribute to online gaming research by revealing that gamers with cheating intentions have specific personalities. We advance information systems (IS) personality research by combining broad and dark triad traits to explain divergent behavior like cheating
Born to Run: A Grounded Theory Study of Cheating in the Online Speedrunning Community
Video games represent a growing genre of media quickly becoming one of the leading forms of entertainment (Jordan, 2014). This popularity has allowed new playstyles to emerge across the video game genre, such as e-Sports and speedrunning. In particular, the speedrunning community has somewhat redefined what it means to âcheatâ in a video game by accepting the use certain software and hardware violations that could be seen as âcheatingâ to the general gaming community. This paper examined the social construction of cheating in this digital community through the use of grounded theory methods
Ethical Perceptions and Actions in Gaming
The present study explored how individuals perceive actions in gaming that contain ethical components, whether they have ever engaged in those behaviors and how judgments of ethical actions in gaming relate to participant personality. Participants completed a 16-item survey, which measured their perception of the ethics of gaming behaviors, such as buying a hack or lying to another player. Participants were also asked to indicate for each item whether or not they had ever engaged in that behavior. Results indicated that participants were able to judge the ethical level of different gaming behaviors with lying to other players and unauthorized access to servers being rated as most unethical. Furthermore, self-reports of engagement in unethical activities were fairly low. When ethical rating and action scores were correlated with personality characteristics using the Cattell 16PF1, the only correlation to reach significance showed that participants higher in rule consciousness rated the ethical gaming questions as more unethical overall than their less rule-conscious peers. Given the extent and popularity of gaming in todayâs world, it is important to understand how individuals perceive the gaming culture. One aspect of this culture that merits further examination is ethical behavior in gaming
A Model of the Threats that Disreputable Behavior Present to Esports Sponsors
Both esports sponsors and academia are not aware of how disreputable behavior
in the esports scene can negatively affect their brands. Hence, this research aimed at
identifying which types of disreputable behavior in competitive gaming present the
biggest threats to esports sponsors. In this quantitative and exploratory research, a non probability, purposive, and heterogeneous sampling method was employed to gather a
sample of 1,592 esports fans who filled a closed-ended online survey. Results showed
that illegal and unregulated gambling was a high-risk threat to esports sponsors; toxic
behavior, match-fixing, and cheating were labeled as medium-risk threats; and sexism,
cyberattacks, and doping were found to be low-risk threats. Besides being one of the
first studies on esports sponsorships, which serves as a basis for future research in this
market, the findings contribute to the sustainability of the esports industry and its
sponsors. Managerial implications are also discussed.info:eu-repo/semantics/publishedVersio
An Analysis of Expressed Cheating Behaviors in Video Games
A series of 50 responses regarding reasons for cheating behavior in video games were provided by undergraduate students. These responses were sorted into a series of 13 categories by raters to investigate the most common reasons provided for cheating. An analysis of inter-rater agreement as well as frequency of category representation is provided. The most common outcomes were that players cheat to progress in a game as well as to gain advantage over others. The discussion compared this studyâs results to an existing cheating taxonomy
In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this chapter is on how young people learn to play video games. We have approached this question ethnographically, studying young people playing in their own homes among friends and family. The primary data analyzed for the chapter are videorecordings of play from two perspectives -- in-game and in-room -- which we synchronized into a single side-by-side video record. By looking at in-room actions along with in-game actions, the chapter expands on a separate worlds view that holds video games as a world apart from the rest of kids' lives. Our case material shows instead how game play is quite tangled up with young people's lives, including relations with siblings and parents, patterns of learning at home and school, as well their own imagined futures. Our analysis also documents a remarkable diversity of what we call learning arrangements that young people create among themselves while playing together
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