Greater understanding of gamers’ preferences (what it is in the game that they value) and motivations (why they play the game) provides cues for game developers’ better response to consumer desires and drives. Complementing insights from literature that identifies a wide variety of antecedents to both preferences and motivations, the article addresses the relationship between the two by reporting on an empirical study in the context of online role-playing. In the study, analysis of gamer preferences revealed five gamer clusters (storyline-lovers, aesthetics-lovers, socializers, achievers and local-story-lovers), which together reflect three key gamer motivations (achievement related, social and immersion based). In a key finding, immersion emerged as an overarching motivator, spanning all the clusters and different in nature from the other two motivating factors. Also, distinguishing between local- and global-storyline-lovers may have important implications. Thirdly, the authors make a methodological contribution connected with the design of best–worst scaling, thereby informing managerial insights and providing avenues for further research.
{"title":"Profiling online gamers and probing their preferences and motivations: An empirical study of an online role-playing game","authors":"C. Chu, M. Halme, Jani Merikivi, Esko Penttinen","doi":"10.1386/jgvw_00044_1","DOIUrl":"https://doi.org/10.1386/jgvw_00044_1","url":null,"abstract":"Greater understanding of gamers’ preferences (what it is in the game that they value) and motivations (why they play the game) provides cues for game developers’ better response to consumer desires and drives. Complementing insights from literature that identifies a wide variety of antecedents to both preferences and motivations, the article addresses the relationship between the two by reporting on an empirical study in the context of online role-playing. In the study, analysis of gamer preferences revealed five gamer clusters (storyline-lovers, aesthetics-lovers, socializers, achievers and local-story-lovers), which together reflect three key gamer motivations (achievement related, social and immersion based). In a key finding, immersion emerged as an overarching motivator, spanning all the clusters and different in nature from the other two motivating factors. Also, distinguishing between local- and global-storyline-lovers may have important implications. Thirdly, the authors make a methodological contribution connected with the design of best–worst scaling, thereby informing managerial insights and providing avenues for further research.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"13 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75570145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Xiang Zhao, Patricia L. Obst, K. White, Erin L. O’Connor, Huon Longman
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous studies have found evidence of in-game and offline social support among WoW players; however, the interplay of different types of social support such as informational and emotional support among this cohort has not been examined. This study used a reciprocal social support perspective to explore the system-level relationships among different types of social support in a sample of WoW players (N=181). Using network analysis, two major types of social support, informational and emotional, given and received within WoW and offline systems were included as model indicators. Social support networks of guild and non-guild members were compared. Clear separation was found between offline and in-game social support. Informational support played a key role in all networks but differences in the social support networks were identified between guild and non-guild members. These findings indicate dynamics between different types of social support overlooked in previous studies. By revealing such dynamics, network analysis has been shown as a promising tool for evidencing the subtle dynamics between distinct constructs.
{"title":"Network analysis among World of Warcraft players’ social support variables: A two-way approach","authors":"Xiang Zhao, Patricia L. Obst, K. White, Erin L. O’Connor, Huon Longman","doi":"10.1386/jgvw_00041_1","DOIUrl":"https://doi.org/10.1386/jgvw_00041_1","url":null,"abstract":"\u0000World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous studies have found evidence of in-game and offline social support among WoW players; however, the interplay of different types of social support such as informational and emotional support among this cohort has not been examined. This study used a reciprocal social support perspective to explore the system-level relationships among different types of social support in a sample of WoW players (N=181). Using network analysis, two major types of social support, informational and emotional, given and received within WoW and offline systems were included as model indicators. Social support networks of guild and non-guild members were compared. Clear separation was found between offline and in-game social support. Informational support played a key role in all networks but differences in the social support networks were identified between guild and non-guild members. These findings indicate dynamics between different types of social support overlooked in previous studies. By revealing such dynamics, network analysis has been shown as a promising tool for evidencing the subtle dynamics between distinct constructs.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"46 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80458646","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Trash talking is a contentious and prevalent practice in traditional sports but few studies have examined its practice in esports ‐ a computer-mediated form of sports competition in videogaming. This study used practice theory to identify different forms and dialectical relationships of trash talking in Counter-Strike: Global Offensive. Fifty hours of structured observations of professional tournaments were conducted followed by semi-structured interviews with fifteen spectators/casual gamers. Inductive analysis of data based on practice theory-related constructs identified varying perspectives on trash talk, and six distinct forms. Trash talk was directed towards players from opposing players, coaches, fans, casters and analysts. ‘Teabagging’ was the most controversial, but a predominantly positive ethos for trash talk was found, such that it was a distinct part of this esports scene. Theoretical and practice-oriented implications are discussed and a conceptualization of the practice of trash talk is given to encourage further debate and discussion in the field.
{"title":"The mind games have already started: An in-depth examination of trash talking in Counter-Strike: Global Offensive esports using practice theory","authors":"Sidney V. Irwin, A. Naweed, M. Lastella","doi":"10.1386/jgvw_00035_1","DOIUrl":"https://doi.org/10.1386/jgvw_00035_1","url":null,"abstract":"Trash talking is a contentious and prevalent practice in traditional sports but few studies have examined its practice in esports ‐ a computer-mediated form of sports competition in videogaming. This study used practice theory to identify different forms and dialectical relationships\u0000 of trash talking in Counter-Strike: Global Offensive. Fifty hours of structured observations of professional tournaments were conducted followed by semi-structured interviews with fifteen spectators/casual gamers. Inductive analysis of data based on practice theory-related constructs\u0000 identified varying perspectives on trash talk, and six distinct forms. Trash talk was directed towards players from opposing players, coaches, fans, casters and analysts. ‘Teabagging’ was the most controversial, but a predominantly positive ethos for trash talk was found, such\u0000 that it was a distinct part of this esports scene. Theoretical and practice-oriented implications are discussed and a conceptualization of the practice of trash talk is given to encourage further debate and discussion in the field.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46462770","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Scholarship on the intersection of games and empathy is limited. However, over the past decade peer-reviewed articles have started to be published in this area. This study investigates this emerging scholarship on empathy and games to understand how researchers are describing, defining and communicating their work. For example, how are research articles about games defining empathy? From which disciplines are the researchers framing their studies? Which types of games are being used in the investigations? Forty-nine articles were found, coded and analysed by searching six different databases. For this investigation, each article was analysed based on the discipline, keyword(s) used to find the article, definition(s) of empathy used, types of games used in the article and the themes used in the article. Articles emerged from twelve different disciplines and described over thirteen different types of empathy. Findings were shared, as well as recommendations for researchers studying this area.
{"title":"A systematic literature review of ‘empathy’ and ‘games’","authors":"Karen Schrier, M. Farber","doi":"10.1386/jgvw_00036_1","DOIUrl":"https://doi.org/10.1386/jgvw_00036_1","url":null,"abstract":"Scholarship on the intersection of games and empathy is limited. However, over the past decade peer-reviewed articles have started to be published in this area. This study investigates this emerging scholarship on empathy and games to understand how researchers are describing, defining\u0000 and communicating their work. For example, how are research articles about games defining empathy? From which disciplines are the researchers framing their studies? Which types of games are being used in the investigations? Forty-nine articles were found, coded and analysed by searching six\u0000 different databases. For this investigation, each article was analysed based on the discipline, keyword(s) used to find the article, definition(s) of empathy used, types of games used in the article and the themes used in the article. Articles emerged from twelve different disciplines and\u0000 described over thirteen different types of empathy. Findings were shared, as well as recommendations for researchers studying this area.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48214704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Review of: The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019)Jefferson, NC: McFarland, 235 pp.,ISBN 978-1-47667-413-1, p/bk, US$39.95
《pok mon Go现象:争议空间中的公共游戏》,Jamie Henthorn, Andrew Kulak, christopher Purzycki和Stephanie Vie(编辑)(2019)Jefferson, NC: McFarland, 235页,ISBN 978-1-47667-413-1, p/bk, US$39.95
{"title":"The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019)","authors":"Jes Klass","doi":"10.1386/jgvw_00038_5","DOIUrl":"https://doi.org/10.1386/jgvw_00038_5","url":null,"abstract":"Review of: The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019)Jefferson, NC: McFarland, 235 pp.,ISBN 978-1-47667-413-1, p/bk, US$39.95","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43674977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Over the past few decades, game mods have slowly walked their way into mainstream popularity and although not being confined anymore to the dark corners of the internet, the reality is that we still do not know much about how mods are created and how modders manage to achieve their objectives. Seeking to better understand the activity of mod development, this article explores key influencing factors on mod projects coordination and development by taking a qualitative approach based on in-depth interviews with nine lead developers of total conversion mod projects. We identified three key factors ‐ tendency towards agility, co-creative nature and open source attitude ‐ that we believe are etched at the core of the activity of modding and that lead to, and are manifested, in the unique ways of how modders approach software development.
{"title":"Modding as game development: Investigating the influences over how mods are made","authors":"L. S. Pereira, Maurício Moreira E Silva Bernardes","doi":"10.1386/jgvw_00034_1","DOIUrl":"https://doi.org/10.1386/jgvw_00034_1","url":null,"abstract":"Over the past few decades, game mods have slowly walked their way into mainstream popularity and although not being confined anymore to the dark corners of the internet, the reality is that we still do not know much about how mods are created and how modders manage to achieve their\u0000 objectives. Seeking to better understand the activity of mod development, this article explores key influencing factors on mod projects coordination and development by taking a qualitative approach based on in-depth interviews with nine lead developers of total conversion mod projects. We\u0000 identified three key factors ‐ tendency towards agility, co-creative nature and open source attitude ‐ that we believe are etched at the core of the activity of modding and that lead to, and are manifested, in the unique ways of how modders approach software development.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45337206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Review of: Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)Minneapolis, MN: University of Minnesota Press, 294 pp.,ISBN: 978-1-5179-0632-0, p/bk, $27.00
{"title":"Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)","authors":"B. Henderson","doi":"10.1386/jgvw_00037_5","DOIUrl":"https://doi.org/10.1386/jgvw_00037_5","url":null,"abstract":"Review of: Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)Minneapolis, MN: University of Minnesota Press, 294 pp.,ISBN: 978-1-5179-0632-0, p/bk, $27.00","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43778937","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article examines video game avatars that are designed to resemble toys. It names this trope the ‘Blithe Child’ to capture the carefree, careless and childlike interactions this avatar invites. This article argues that the connection between the Blithe Child and traditional toys functions to express and explain non-violent game mechanics, to shape sentimental player‐avatar relationships, to create cosy, snug playspaces and to encourage pro-social, creative and self-expressive playstyles. However, the Blithe Child inherits some of the more sinister dynamics latent in human‐toy relationships, namely the desire to humiliate and mutilate the cute object and anxieties about what it means to be ‘real’ ‐ to be an independent, agential subject rather than a passive, manipulated, othered object. Drawing on theories derived from cuteness studies and toy studies, this article uses a close reading approach to critique the age-based hierarchies that underpin this trope.
{"title":"Cute, cuddly and completely crushable: Plushies as avatars in video games","authors":"E. Reay","doi":"10.1386/jgvw_00033_1","DOIUrl":"https://doi.org/10.1386/jgvw_00033_1","url":null,"abstract":"This article examines video game avatars that are designed to resemble toys. It names this trope the ‘Blithe Child’ to capture the carefree, careless and childlike interactions this avatar invites. This article argues that the connection between the Blithe Child and traditional\u0000 toys functions to express and explain non-violent game mechanics, to shape sentimental player‐avatar relationships, to create cosy, snug playspaces and to encourage pro-social, creative and self-expressive playstyles. However, the Blithe Child inherits some of the more sinister dynamics\u0000 latent in human‐toy relationships, namely the desire to humiliate and mutilate the cute object and anxieties about what it means to be ‘real’ ‐ to be an independent, agential subject rather than a passive, manipulated, othered object. Drawing on theories derived from\u0000 cuteness studies and toy studies, this article uses a close reading approach to critique the age-based hierarchies that underpin this trope.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49272862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Veli-Matti Karhulahti, Valtteri Kauraoja, Olli Ouninkorpi, Soli Perttu, Jussi Perälä, Vilma Toivanen, Miia Siutila
This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural, and experiential properties of videogames and other technological artifacts. Instead of applying the ethnographic method to produce a single in- depth account of the studied research object, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and possible meanings. To test the method, 41 scholars carried out a multiverse ethnography on two videogames, Cyberpunk and Among Us. Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.
{"title":"Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research","authors":"Veli-Matti Karhulahti, Valtteri Kauraoja, Olli Ouninkorpi, Soli Perttu, Jussi Perälä, Vilma Toivanen, Miia Siutila","doi":"10.33767/osf.io/kxb65","DOIUrl":"https://doi.org/10.33767/osf.io/kxb65","url":null,"abstract":"This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural, and experiential properties of videogames and other technological artifacts. Instead of applying the ethnographic method to produce a single in- depth account of the studied research object, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and possible meanings. To test the method, 41 scholars carried out a multiverse ethnography on two videogames, Cyberpunk and Among Us. Explorative thematic findings regarding both titles are reported and methodological implications of multiverse ethnography are discussed.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"3 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74454805","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}