13 research outputs found

    Participant observation of griefing in a journey through the World of Warcraft

    Get PDF
    Through the ethnographic method of participant observation in World of Warcraft, this paper aims to document various actions that may be considered griefing among the Massively Multiplayer Online Role-Playing Game community. Griefing as a term can be very subjective, so witnessing the anti-social and intentional actions first-hand can be used as a means to understand this subjectivity among players as well as produce a thorough recount of some of the toxic behavior in this genre. The participant observation was conducted across several years and expansions of World of Warcraft and the author became familiar with many griefing related actions; although some of these were perceived as acceptable game-play elements

    Causes, magnitude and implications of Griefing in Massively Multiplayer Online Role-Playing Games

    Get PDF
    This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. Some of the main findings were: • Factors that motivated a player to cause grief; • how griefers selected their targets based on particular demographics or avatar characteristics; • the pervasiveness, frequency and impact of different types of griefing; • the amount of griefing that can be tolerated; • how players reacted to griefing; • the impact to the well-being of the players after a griefing incident. The thesis concluded with advice to MMORPG developers regarding the most pervasive, frequent and impactful types of griefing, and how game design may increase or decrease the amount and intensity of griefing.Doctor of Philosoph

    Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games?

    Get PDF
    'Griefing' is a term used to describe when a player within a multiplayer online environment intentionally disrupts another player’s game experience for his or her own personal enjoyment or gain. Every day a certain percentage of users of Massively Multiplayer Online Role-Playing Games (MMORPG) are experiencing some form of griefing. There have been studies conducted in the past that attempted to ascertain the factors that motivate users to play MMORPGs. A limited number of studies specifically examined the motivations of users who perform griefing (who are also known as 'griefers'). However, those studies did not examine the motivations of users subjected to griefing. Therefore, the aim of this paper is to examine the factors that motivate the subjects of griefing to play MMORPGs, as well as the factors motivating the griefers. The authors conducted an online survey with the intention to discover the motivations for playing MMORPGs among those whom identified themselves as (i) those that perform griefing, and (ii) those who have been subjected to griefing. A previously devised motivational model by Nick Yee that incorporated ten factors was used to determine the respondents’ motivational trends. In general, players who identified themselves as griefers were more likely to be motivated by all three 'achievement' sub-factors (advancement, game mechanics and competition) at the detriment of all other factors. The subjects of griefing were highly motivated by 'advancement' and 'mechanics', but they ranked 'competition' significantly lower (compared to the griefers). In addition, 'immersion' factors were rated highly by the respondents who were subjected to griefing, with a significantly higher rating of the 'escapism' factor (compared with rankings by griefers). In comparison to the griefers, the respondents subjected to griefing with many years’ experience in the genre of MMORPGs, also placed a greater emphasis on the 'socializing' and 'relationship' factors. Overall, the griefers in this survey considered 'achievement' to be a prime motivating factor, whereas the griefed players tended to be motivated by all ten factors to a similar degree

    The perceived benefits of video-based simulation for people who stutter

    No full text
    The use of virtual worlds and video games offer exciting new avenues for the treatment of communication disorders and ongoing client support. But these new avenues need time to be envisaged, developed and rigorously evaluated. Also, perhaps the potential users themselves of such systems will need additional time to become comfortable and able to interact efficiently with them. Conceivably during this era of rapid technological advancements some basic virtual systems could be more swiftly introduced and trialled in order to complement existing therapy and support methods. A video-based simulation platform called Scenari-Aid fits this criterion. The aim of this study was to survey the perceptions of people who stutter who had used Scenari-Aid to assist them with their fluency and related anxieties. Could a simple, and relatively cheap to develop, simulation system have perceived benefits for a person who stutters and could these perceived benefits be translated beyond their practice environment? Over a six month period starting in late 2011, a 54 question online survey was made avail able to people who stutter and who were members of Speak Easy Australia and the McGuire Programme (Australia). To be eligible for the study you had to be over 18, have worked through a majority of the scenarios that were included in the Scenari-Aid application and have given the application more than one single attempt. It was assumed that most of the respondents would have been actively using a fluency shaping technique of some form during that time period. Questions were themed in terms of product quality, perceptions of fluency, value to therapy, effect on anxiety and product worth. Overall 37 completed responses were gathered and analysed using descriptive statistics. The results of this study were very encouraging in terms of the perceived effects that a simple simulation system could offer a person who stutters. Broadly speaking a majority of the users of Scenari-Aid found the system intuitive to use and understand. The most encouraging results stemmed from respondent's perception of their fluency and anxiety. Users indicated that by using this simple system that they felt their levels of fluency and speech confidence increasing. In terms of anxiety a majority of the users indicated that the system helped to ease anxieties related to speaking in public. Importantly though a majority of the users indicated that the system assisted them to better manage their speech and aided with self-critiquing speech progress. The results of this study indicate that there are perceived benefits for people who stutter to use video-based simulations to assist them with overall levels of fluency and social speaking confidence. The study also indicates that such a system could perhaps compliment conventional speech therapy and related support systems. More research is now required to investigate beyond user perceptions and to evaluate if indeed a simple video-based simulation system has real positive effects on rates of fluency, levels of anxiety and worth to conventional therapy techniques

    A taxonomy of griefer type by motivation in massively multiplayer online role-playing games

    No full text
    There is an anti-social phenomenon known as griefing that occurs in online games. Griefing refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and possibly potential gain. Achterbosch [2015. “Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games.” PhD thesis, Faculty of Science and Technology, Federation University Australia] carried out a substantial two-phase mixed method investigation into the behaviour and experiences of both griefers and griefed players in massively multiplayer online role-playing games. The first phase consisted of a survey that attracted 1188 participants of a representative player population. The second phase consisted of interviews with 15 participants to expand the findings with more personalised data. The data were analysed from the perspectives of different demographics and different associations to griefing. One of the most unique findings is the factors that motivated a player to cause grief to another player. This paper analyses these factors to propose a taxonomy of ‘Griefer’ types (griefer being the individual who imposes upon others). The taxonomy consisted of eight types of griefers, based on their motivation for griefing. Some types related to previous studies, although new types of griefers were discovered such as the retaliator and elitist and these are discussed in detail in the article. © 2017 Informa UK Limited, trading as Taylor & Francis Group

    Ganking, corpse camping and ninja looting from the perception of the MMORPG community: Acceptable behaviour or unacceptable griefing?

    No full text
    Every day in online games designed to entertain, an unknown percentage of users are experiencing what is known as 'Griefing'. Griefing is used to describe when a player within a multiplayer online environment intentionally disrupts another player's game experience for his/her own personal enjoyment or material gain. Unrestrained, griefing could lead to a downward spiral of the number of people playing Massively Multiplayer Online Role-Playing Games (MMORPG)s, and possibly the death of smaller MMORPGs. Big game publishers may not wish to risk supporting the genre. There have been studies conducted in the past that attempt to define griefing and the different forms it takes in MMORPGs. These were outlined from the perception of the general player, and so did not examine differences in perception of griefing by different types of players. The authors conducted an online survey with the intention to discover the perception of various in-game actions previously identified in research as griefing, among griefers and griefing victims. In general players who identified themselves as griefers were more likely to regard these actions as a part of the game people had to learn to accept and not griefing. However some patterns of commonality were also observed between griefers and subjects of griefing, with some actions previously identified as griefing in the literature less commonly regarded as griefing by both player types in this survey

    Massively multiplayer online role-playing games : The past, present, and future

    No full text
    Massively multiplayer online role-playing games (MMORPGs) are emerging in the computer game industry as a very popular genre. These games have existed since the late 1990s, but in the last few years the market has become increasingly strong. This relatively new genre is attracting a widespread audience, bringing together those who previously enjoyed both pen and paper and computer role-playing games, as well as those who enjoy socializing with other players in a virtual environment. Game developers see MMORPGs as a potentially profitable business due to its widespread appeal, but the reality is that only a small percentage of MMORPGs that are released become a success [Kosak 2006]. This article attempts to determine the many aspects that make a successful MMORPG; it also attempts to ascertain what new and innovative features are expected by the users from the next generation of MMORPGs. This is achieved by looking at and discussing past literature and surveying the MMORPG community's perception of previous and current MMORPGs, as well as their expectations of the next generation. An online survey attracted 122 participants to provide their perceptions of current and past MMORPGs. This article determines and outlines the respondents' preferences in the MMORPG genre, discussing what implications these could have on its future. The survey also gave insight into the respondents' expectations of the future of MMORPGs. We conclude this article with a discussion of aspects of current MMORPGs that the participants would like improved, as well as new features they would like incorporated into the next generation of games. Š 2008 ACM.C

    Understanding the gap between academics and game developers : an analysis of gamasutra blogs

    No full text
    Communication between industry and academia in the fields of game development to date has been limited to the detriment of both groups. This lack of communication is more commonly known as the academia-industry divide. Blogs have been advanced as a good medium to reduce the divide because they allow academics to practice presenting their knowledge to different audiences and allows them to get suggestions and feedback from game developers. This study analyzed all blogs posted by members of Gamasutra.com in a 13-month span between March 2020 and April 2021. Forty-four of the 767 blogs were found to be referencing academic sources. Using Walton and Krabbe’s dialogue types, we discovered how academia was trying to communicate their knowledge relevant to game development and report on the extent to which academia had tried to influence game design and development. Results showed that the divide is real and that access to research information for the public is still quite difficult. The results also illustrate that academia only have had a small influence on the gaming industry and that only a small amount of gaming researchers were communicating their theories of game development. © MCCSIS 2021.All right reserved

    Virtual worlds: Not the final frontier for games-based nursing education

    No full text
    Virtual worlds present frontiers of promise for the ever evolving venture of pedagogical development, trial and embracement. Of late there have been large pushes into these worlds in terms of health-based education for students and early practitioners. Virtual worlds seem to be the next logical jump into nursing education and can offer a range of simulation benefits. But these worlds do not appeal to all students, can be complex and expensive to develop and interact within. Other game-like avenues exist though and have not been explored thoroughly enough to date. Such genres like puzzles games, management style games and surprisingly first person shooters already have titles and game mechanics which have been somewhat adapted to nursing education but could easily be more thought out and developed to suit. This paper outlines the two major gaming audience types to be considered and then explores a range of options for nursing education beyond virtual worlds

    The Use of an Interactive Social Simulation Tool for Adults Who Stutter: A Pilot Study

    No full text
    This study reports a user evaluation of a DVD-based social simulator, developed for people who stutter to potentially gain confidence in using a learned fluency technique. The aim was to examine and evaluate the pilot of the DVD-based social simulator, Scenari-Aid, to inform the development of an online version of the program. Thirty-seven adults who were stuttering were recruited to the study from non-professional groups in Australia. The DVD comprised scenarios with actors in real-life settings that were designed to elicit verbal responses. Participants worked through the scenarios at their own rate and then completed an online survey. The survey comprised 29 statements requiring responses on a 5-point Likert scale and provided information about users’ perceptions of participating in the social simulations. There was high positive agreement among the participants on all statements, the most important being that they perceived the scenarios represented in everyday speaking situations and that they felt immersed in them. Participants also agreed that both their fluency and confidence increased in everyday speaking situations as a result of working through the DVD scenarios. The developers were satisfied that, despite the subjective nature of the findings, the study provided sufficient support for constructing the online version, which is now available to the public free of charge. Further research is needed to provide empirical evidence of the contribution it can make to the efficacy of speech programs for adults who stutter
    corecore