699 research outputs found

    Proposing a Gaming Language Analysis Procedure to Reveal Video Game Ideology through Ludic Linguistics

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    This study proposes a procedural analysis on the implementation of ludic linguistics to analyze gaming language with wordplays, the core of focus in ludic linguistics, as the point of departure. To formulate the procedural analysis, theories of language play by Crystal ideology of influence and ludonarrative model by Aarseth, wordplay in gaming context by Paul, intended meaning level by Stiles, wordplay transmission by Winter-Froemel, game interface types by Stonehouse and indexical storytelling by Fernández-Vara were applied as the theoretical foundation. To provide a vivid application of the proposed procedural analysis, wordplays appearing on game assets from Konami’s Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater were taken as examples of analysis. The five steps procedure is able to show how wordplays in gaming context are designed as mechanical cues to help gamers complete the games and as narrative cues to help them comprehend the story. Further, this proposed procedure is able to indicate that the mechanical and narrative cues have particular ideology of influence, which affects gamers in reacting and responding to particular problems presented by the games. The result of this study discloses future research on the roles of wordplays in gaming context, signifying the importance of ludic linguistics as a bridge between language studies and game studies. Keywords: Wordplay; Gaming Language; Ludic Linguistics; Game Dtudies; Metal Gear Solid

    Majestic Gamification:a case study in the adoption of a service innovation

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    Purpose: A case study is presented concerning a gamified awards system designed to encourage software users to explore a suite of tools, and to share their expertise level in profile pages. Majestic is a high-tech business based in the West Midlands (UK) w hich offers a Link Intelligence database using a Software as a Service (SaaS) business model. Customers leverage the database for tasks including Search Engine Optimisation (SEO) by using a suite of web-based tools. Getting to know all the tools and how they can be deployed to good effect represents a considerable learning challenge, and Majestic were aware that. Design/methodology/approach: We present the development of Majestic Awards as a case study highlighting the most important design decisions. Then we reflect on the development process as an example of innovation adoption, thereby identifying resources and cu ltura l factors which were critical in ensuring the success of the project. Findings: The gamified awards system makes learning the tools an enjoyable, explorative experience. Success factors included identifying a clear business goal, the process/ project f it, senior management buy in, and identifying the knowledge and resources to resolve t echnical issues. Originality/value: Prior to gamification of the system, only the most expert users regu larly utilized all the tools. The user base is now more knowl edgable about the system and some users choose to use the system to publicize their expertise

    Let There Be Dragons! Towards Designing an Engaging Quest that Enhances Curiosity and Learning About Genetics

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    This study implemented a convergent parallel mixed methods approach to investigate game-based learning within an educational game compared to a modified entertainment game. Participants (N=31) were recruited from public middle and high schools as well as home school groups. Comparative data of participants’ perceptions, preferences and learning outcomes were investigated to inform better educational game design. This study also considers player personality to determine how dispositional curiosity influences an individual’s approach, acceptance, and interaction with novel learning environments, specifically games. Findings show a statistically significant gain in genetics academic knowledge after the game-based learning intervention. The difference in knowledge gained for the two games was not statistically significant. All dimensions of engagement, motivation and curiosity were statistically significantly higher for the modified entertainment game. Increases in scientific curiosity was statistically significantly higher for the modified entertainment game while scientific curiosity statistically significantly decreased after playing the educational game. Qualitative analysis revealed five themes and provided deeper understanding of game design features that enhance learning, curiosity and engagement from the player’s perception. Integration of quantitative and qualitative results suggest overall convergence and enhanced understanding of theoretical and practical implications of this research and identifies key relationships between game design, player perceptions and learning outcomes to inform better educational game design and implementation

    How to Achieve Goals in Digital Games: An Empirical Test of a Goal-Oriented Model in Pokemon GO

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    To effectively design digital games and gamified systems, it is important to properly understand the psychological and behavioral processes that players use to reach goals. Although numerous prior studies have examined individual adoption, use, and continued use of digital games, few attempts have been made to understand how people desire and strive to achieve goals. The objective of this study is to develop and test a model of individual achievement of goals in digital gaming. Drawing upon theories of goal-directed behavior, we propose a conceptual model describing goal setting, goal striving, goal attainment, and feedback evaluations in the context of mobile gaming. To empirically test the proposed model, we collected two sets of (cross-sectional and longitudinal) data from 407 users of Pokemon GO. The results generally indicate that goal-directed effort plays an important role in translating goal desire into goal attainment. In addition, we found prior game points and goal desire have interaction effects on goal-directed effort and the subsequent acquisition of game points. Finally, this study shows that action strategies such as in-game payment and deliberate planning have differential effects on goal-directed effort and satisfying experiences. Overall, our findings provide empirical support for the efficacy of our goal-oriented model as a theoretical tool for explaining the process of goal striving to obtain game points. Our findings not only have important implications for digital gaming but also contribute to emerging research on gamified systems

    On to Wisteria: Designing an Action-Adventure Role-Playing Game for the Empowerment of the Preteen Female Audience

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    This thesis document details the design for an original action-adventure role-playing game (AARPG) specifically targeted towards the preteen female audience, ages 10-12, as well as the production of a promotional trailer to communicate the design. This thesis aims to bring this untapped market to an already established video game genre in order to communicate to this young female audience that these games are not “just for boys” by providing a clear example of an empowering and inclusive game that is designed to appeal to their demographic. Given that there are currently no AAA action-adventure RPGs targeted towards this group as well as limited research into the relationship between video games and female youths, a broad net of research is cast in order to design a game that would celebrate this demographic without relying on stereotypes or being too narrow in defining what it means for a girl to be “strong.” Through this work I investigate female gender representation, the current gender biases in the video game medium, and what prevents young females from playing games in order to create a solution that inspires and engages this audience.The complexities of gender development in youths is considered, focusing on how media and other gendered products are marketed towards young audiences and how they can potentially influence their perceived identities. Television shows such as My Little Pony: Friendship is Magic and She-Ra and the Princesses of Power are considered as examples of popular media aimed at the young female market acclaimed for their strong storytelling, themes, diversity, and female characters. It also examines games like Kingdom Hearts, well-known exemplars from this genre aimed at boys of the same age demographic. After breaking down the core components of the AARPG genre itself, this thesis presents a game design following this structure with original characters, story elements, and gameplay features that would especially appeal to the target market. From this design, it develops key moments in an animatic for a trailer designed to excite and capture the feeling of empowerment the game would hope to achieve for this audience if it were fully realized as a production

    But Does Pikachu Love You? Reproductive Labor in Casual and Hardcore Games

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    Since the first Pokémon game launched in Japan in 1996, the series has been a balancing act between casual and hardcore gaming. While the first iteration and “core” series has emphasized a modified, accessible version of traditional JRPG mechanics, other titles have frequently emphasized so-called casual play; most recently, Pokémon Go lured in a new set of players with mobile, locative Pokémon hunting. The 2018 release of a hybrid game, Let’s Go, Pikachu! and its sister release Let’s Go, Eevee!, has drawn renewed attention to the casual-hardcore dichotomy, meeting considerable resistance and criticism for its perceived casualization of the franchise. Through analyzing the discourse of the new game’s reception as demonstrated by a dataset of user reviews on Metacritic alongside published game reviews, the gendered nature of the casual-hardcore dichotomy in the Pokémon franchise becomes clear. Key themes coded from the reviewed data include grinding, difficulty, nostalgia, and “cuteness.” Placing this discourse alongside the game’s own internal representations of reproductive labor through Pokémon caretaking and the contested definition of “grinding” demonstrates a fundamental resistance from the so-called hardcore game community to what are viewed as feminized play mechanics. The revealed tension is particularly remarkable given the emotional, reproductive labor of training and loving Pokémon that is front-ended in the franchise’s overarching narrative and core values--a set of values that inherently conflicts with the “hardcore” gamer mentality of play

    A Data-Driven Analysis of Video Game Culture and the Role of Let\u27s Plays in YouTube

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    Video games have become an important part of the global popular cultures that are connecting broader audiences of all ages around the world. A recent phenomenon that has lasted almost ten years is the creation and upload of gaming-related videos on YouTube, where Let’s Plays have a considerable presence. Let’s Plays are videos of people playing video games, usually including the game footage and narrated by the players themselves. In this work I use the metadata, of popular channels and their videos to analyze the current state of video game culture in YouTube and what is the role of Let\u27s Plays in this ecosystem. To explore the video game culture, I focused on the main topics that the channel creators use as tags. To address the role of Let’s Plays and fan production I found communities of channels which are connected through shared interests. This research will provide useful information about how video game culture in YouTube looks like and why Let’s Plays carry a big role in the platform

    A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games

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    Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’ value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokémon Go gamers in Finland, we uncover the focal personal values associated with the game. Furthermore, we determine the connection of these values to the users’ co-creative and co-destructive gaming experiences. Results: Our study defines eight personal values highlighted in Pokémon Go. The focal co-created values include pleasure, a sense of belonging, ambition, activity, and a healthy life. The most co-destroyed values in the game include social recognition and responsibility. Interestingly, the value of sociality is highlighted in both the co-creative and the co-destructive gaming experiences. While the findings may not be generalizable beyond the studied AR mobile game context, this study explains how users’ personal values may serve as a basis for understanding the value structures of other digital service users to support service design. Conclusion: Our study contributes to the literature by introducing personal values as a potential basis for understanding users’ value-based drivers and service experiences to support the design of digital services. We theoretically conceptualize the users’ dynamic value creation process based on personal values and, using empirical findings, offer novel insights into the value co-creation and co-destruction phenomena in AR mobile games

    An Analysis of Narrative Structure in Interstellar and Ready Player One

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    This article explores science fiction films, a popular genre known for its depiction of technology as a symbol of the future. The future depicted in these science fiction films is a sign of hope and critics of a particular social problem. Using Interstellar and Ready Player One as case studies, this research aims to explore the broader and deeper meanings conveyed through the narrative structure of the films, including language, issues discussed, and the use of other elements. The analysis uses a qualitative method, which involves observing the movie, recording important data, and connecting the narrative with visual aspects. The research reveals how narrative and visual elements complement each other to create a memorable cinematic experience. The results show that Interstellar is identified as a science fiction film rooted in scientific principles, with a focus on space exploration and time dilation. Ready Player One, on the other hand, leans more towards fantasy, incorporating virtual reality and magical elements. Despite this difference, both movies are considered science fiction, as fantasy shares elements with the genre

    Recall and recognition of in-game advertising : the role of game control

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    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e. kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts
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