959 research outputs found

    Online Games

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    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include some element of online activity in their game and the question is:What is the degree to which the gameplay experience occurs online? Is online gameplay more a multiplayer than an individual experience? If we move beyond the technological meaning of “being online” we should, as Newman (2002) argued, be concerned with varying degrees of participation during gameplay

    Online Games

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    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include some element of online activity in their game and the question is:What is the degree to which the gameplay experience occurs online? Is online gameplay more a multiplayer than an individual experience? If we move beyond the technological meaning of “being online” we should, as Newman (2002) argued, be concerned with varying degrees of participation during gameplay

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

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    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    Online gendered interactions: exploring divergent perspectives

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    Modelled Cities, Model Citizens: From overseer to occupant

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    Pivoting the player:a methodological toolkit for player character research in offline role-playing games

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    This thesis introduces an innovative method for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Pivot Player Character Model, the framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although VG characters have been scrutinised from many different perspectives, a uniform methodology has not been formed yet. This study aims to fill that methodological void by systematising the hitherto research and providing a method replicable across the cRPG genre. The proposed methodology builds upon the research of characters performed in video games, fiction, film, and drama. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999). The developed theoretical model is applied to three selected cRPGs, which form an accurate methodological sample: The Witcher (CD Projekt RED 2007), Fallout 3 (Bethesda Game Studios 2008), and Vampire: The Masquerade – Bloodlines (Troika Games 2004). The choice of the game genre has been incited by the degree of attention it draws to the player character’s persona. No other genre features such a complex character development system as a computer role-playing game. <br/

    Where Dreams and Dragons Meet. An Ethnographic Analysis of two Examples of Massive Multiplayer Online Role-Playing Games (MMORPGs).

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    The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social interaction through the Massively Multiplayer Online Role-Playing Games (MMORPG) communities of Furcadia and Runescape. Their article on “Where Dreams and Dragons Meet. An Ethnographic Analysis of two Examples of Massive Multiplayer Online Role-Playing Games“ attempt to understand some key aspects of this genre of online activity and interaction. Using an adaptation of Grounded Theory and analytic induction methods, they explored the nature of these two online communities and the interaction between characters. In this context they discuss some of the main methodological and ethical issues such as the difference between public versus private spheres, the concept of consent in challenging environments, new considerations of reciprocity within the game, the building of online trust, and representation of the researcher of him- or herself

    Digital native identity development in virtual worlds

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    In the transition from childhood to adolescence, teens are engaged in defining who they are and finding a place in the wide world creates insecurity. Digital natives are growing up as part of digital generation where technology is ubiquitous in a young person’s life. One online technology commonly used by digital natives are virtual worlds. Increasingly, they have come to rely on this digital media to help them navigate the challenges and issues they face in this period of life. This paper presents a research framework designed to provide a road map for the IS community in conducting research into this new and exciting area of virtual worlds and their impact on digital native identity development

    Personality, presence, and the virtual self: A five-factor model approach to behavioral analysis within a virtual environment

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    For several decades, researchers have explored the existence of the virtual self, or digital embodiment of self found within an avatar. It was surmised that this new component of one’s overall identity not only existed in conjunction with the public and private persona, but was replete with the necessary physical and psychological characteristics that facilitate a broad range of cognitive, cultural, and socio-emotional outcomes found within a virtual environment (e.g., Second Life, World of Warcraft). However, little is known with regard to whether these characteristics do indeed impact behavioral outcomes. For this reason, this study employed an observational assessment method to explore the virtual self as more than a set of characteristics attributed to an avatar, but rather as a relationship between personality (i.e., individual and avatar) and actualized behavior exhibited within a virtual environment. Further, presence measures were introduced to better understand whether feelings of immersion impact this relationship. Results indicated a burgeoning virtual self, linking personality with behavior along the domain of agreeableness. In other words, behavior is not solely the product of the environment but also is influenced by participant predispositions. Findings also suggest that the construct presence may now need to incorporate variables that account for this virtual self. Implications for educators, instructional designers, and psychologists are discussed

    Value in play: Games Items in Digital Environments

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    Game items have become valuable objects that can be traded by both players and game companies. However, valuable game items are typically misunderstood by the public as something unreal or unserious that should not be treated as something valuable. In this thesis, I examine how game items play a significant role as valuable objects in the culturally situated contexts of gameplay and beyond. In current mainstream discourses, the reasons why game items are so valuable to players can be understood from two main perspectives derived from two traditional approaches: the labour theory of value and the subjective theory of value. On the one hand, followers of the labour theory of value argue that the value of game items is manifest when players make efforts to obtain them. On the other hand, advocators of the subjective theory of value suggest that this value is given by players’ subjective personal preferences. Although these two perspectives provide useful insights for understanding the value of game items, neither on its own is enough to provide sophisticated explanations for how the value of game items is created and used in different contexts of gameplay that involve much more complexity. This thesis argues that the value of game items is a result of the interplays between different factors involved with both the production and consumption processes in digital gaming. Drawing on theoretical concepts from different disciplines including media studies, economics, game design, performance studies, and sociology, this thesis argues that the value of game items should also be understood in three alternative contexts: game design; players’ in-game social performance; and player groups. The role of game items as valuable objects therefore does not only originate from players’ efforts and personal preferences, but is also created and affected by game mechanics and the strategies of game companies, the way players perform their online identities, and the influence of player groups in digital environments. This thesis suggests that a multi-perspective and an interdisciplinary approach are appropriate and necessary to provide a more comprehensive picture of how game items have become significantly valuable
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