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Journal of Gaming and Virtual Worlds最新文献

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Profiling online gamers and probing their preferences and motivations: An empirical study of an online role-playing game 分析在线玩家并探究他们的偏好和动机:一项在线角色扮演游戏的实证研究
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00044_1
C. Chu, M. Halme, Jani Merikivi, Esko Penttinen
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.
更好地理解玩家的偏好(游戏邦注:即他们看重游戏中的哪些内容)和动机(游戏邦注:即他们为何玩游戏)将为游戏开发者更好地回应消费者的需求和动机提供线索。本文通过对在线角色扮演背景下的一项实证研究,阐述了这两者之间的关系。在研究中,对玩家偏好的分析揭示了5种玩家类型(游戏邦注:故事情节爱好者、美学爱好者、社交者、成就者和本地故事爱好者),它们共同反映了3种关键的玩家动机(成就相关、社交和沉浸)。在一个关键的发现中,沉浸感成为了一个首要的激励因素,它跨越了所有的集群,并且与其他两个激励因素在本质上有所不同。此外,区分本地和全球故事情节爱好者可能具有重要意义。第三,作者做出了与最佳-最差尺度设计相关的方法论贡献,从而为管理见解提供了信息,并为进一步研究提供了途径。
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引用次数: 0
Network analysis among World of Warcraft players’ social support variables: A two-way approach 《魔兽世界》玩家社会支持变量的网络分析:双向方法
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-10-01 DOI: 10.1386/jgvw_00041_1
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.
魔兽世界(WoW)是最受欢迎的大型多人在线游戏之一。之前的研究已经在《魔兽世界》玩家中发现了游戏内和线下社交支持的证据;然而,不同类型的社会支持(如信息和情感支持)在这一群体中的相互作用尚未得到检验。本研究以《魔兽世界》玩家(N=181)为样本,从互惠社会支持的角度探讨不同类型社会支持之间的系统层面关系。使用网络分析,将《魔兽世界》和离线系统中给予和接受的两种主要类型的社会支持,信息和情感支持作为模型指标。比较公会成员与非公会成员的社会支持网络。离线和游戏内社交支持之间存在明显的区别。信息支持在所有社会支持网络中都起着关键作用,但公会成员和非公会成员之间的社会支持网络存在差异。这些发现表明,不同类型的社会支持之间的动态关系被以往的研究所忽视。通过揭示这种动态,网络分析已被证明是一种有前途的工具,可以证明不同结构之间的微妙动态。
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引用次数: 0
Surviving Mars, Haemimont Games (2018) 生存火星,Haemont游戏(2018)
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00039_5
H. Johnson
Review of: Surviving Mars, Haemimont Games (2018)Stockholm: Paradox InteractivePC download, US$29.99
回顾:《survival Mars》,Haemimont Games(2018)斯德哥尔摩:Paradox InteractivePC下载,29.99美元
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引用次数: 0
The mind games have already started: An in-depth examination of trash talking in Counter-Strike: Global Offensive esports using practice theory 心理游戏已经开始了:运用实践理论对《反恐精英:全球攻势》电子竞技中的垃圾言论进行深入研究
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00035_1
Sidney V. Irwin, A. Naweed, M. Lastella
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.
垃圾话在传统体育运动中是一种有争议且普遍的做法,但很少有研究调查其在电子竞技中的做法——电子竞技是一种以电脑为媒介的体育比赛形式。本研究运用实践理论分析了《反恐精英:全球攻势》中垃圾语的不同表现形式及其辩证关系。我们对职业锦标赛进行了50个小时的结构化观察,然后对15名观众/休闲玩家进行了半结构化采访。基于实践理论相关结构的数据归纳分析确定了垃圾话的不同观点和六种不同的形式。对方球员、教练、球迷、解说和分析师都在说脏话。“泡茶”是最有争议的,但人们发现了一种主要是积极的垃圾言论风气,因此它是这个电子竞技场景的一个独特组成部分。讨论了理论和实践导向的影响,并给出了垃圾话实践的概念化,以鼓励该领域的进一步辩论和讨论。
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引用次数: 4
A systematic literature review of ‘empathy’ and ‘games’ 关于“共情”和“游戏”的系统文献综述
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00036_1
Karen Schrier, M. Farber
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.
关于游戏和同理心交集的学术研究是有限的。然而,在过去的十年中,同行评议的文章已经开始在这个领域发表。本研究调查了移情和游戏这一新兴学术,以了解研究人员如何描述、定义和交流他们的工作。例如,关于游戏的研究文章是如何定义同理心的?研究人员从哪些学科构建他们的研究?在调查中使用了哪些类型的游戏?通过搜索6个不同的数据库,他们发现了49篇文章,并对其进行了编码和分析。在这项调查中,每篇文章都是根据学科、用于寻找文章的关键词、所使用的移情定义、文章中使用的游戏类型和文章中使用的主题进行分析的。文章来自12个不同的学科,描述了13种不同类型的同理心。他们分享了研究结果,并对研究这一领域的研究人员提出了建议。
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引用次数: 5
The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019) pok<s:1> <s:1> mon Go现象:争议空间中的公共游戏论文,杰米·亨索恩,安德鲁·库拉克,克里斯托弗·普齐奇和斯蒂芬妮·维(编)(2019)
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00038_5
Jes Klass
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
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引用次数: 2
Modding as game development: Investigating the influences over how mods are made 作为游戏开发的改装:调查改装对制作方式的影响
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00034_1
L. S. Pereira, Maurício Moreira E Silva Bernardes
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.
在过去的几十年里,游戏MOD慢慢地进入了主流流行,尽管不再局限于互联网的黑暗角落,但现实是,我们仍然不太了解MOD是如何创建的,以及MOD如何实现其目标。为了更好地了解mod开发的活动,本文在对九位总转换mod项目的主要开发人员进行深入访谈的基础上,采用定性方法,探讨了影响mod项目协调与开发的关键因素。我们确定了三个关键因素——敏捷性、协同创新性和开源态度——我们认为这三个因素是建模活动的核心,并导致并体现在建模者如何进行软件开发的独特方式中。
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引用次数: 1
Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019) 《玩自然:电子游戏中的生态》,张(2019)
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00037_5
B. Henderson
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
评论:玩自然:视频游戏生态学,Alenda Y.Chang(2019)明尼苏达州明尼阿波利斯:明尼苏达大学出版社,294页,ISBN:978-1-5179-0632-0,p/bk,$27.00
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引用次数: 0
Cute, cuddly and completely crushable: Plushies as avatars in video games 可爱,可爱,完全粉碎:毛绒玩具在电子游戏中的化身
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-06-01 DOI: 10.1386/jgvw_00033_1
E. Reay
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.
这篇文章研究了被设计成类似玩具的电子游戏化身。它将这个比喻命名为“Blithe Child”,以捕捉这个化身邀请的无忧无虑、漫不经心和童真的互动。本文认为,Blithe Child和传统玩具之间的联系有助于表达和解释非暴力游戏机制,塑造感性的玩家-化身关系,创造舒适、舒适的游戏空间,并鼓励亲社交、创造性和自我表达的游戏风格。然而,Blithe Child继承了人与玩具关系中隐藏的一些更险恶的动态,即羞辱和残害可爱物体的欲望,以及对“真实”意味着什么的焦虑——成为一个独立的、能动的主体,而不是一个被动的、被操纵的、其他的物体。本文借鉴了可爱研究和玩具研究的理论,采用细读的方法来批评支撑这一比喻的基于年龄的等级制度。
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引用次数: 2
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research 多元宇宙人种志:游戏和技术使用研究的定性方法
IF 0.4 Q3 COMMUNICATION Pub Date : 2021-05-30 DOI: 10.33767/osf.io/kxb65
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.
本文介绍了多元宇宙人种学作为一种系统的、基于团队的定性方法,用于研究电子游戏和其他技术产物的机械、结构和体验属性。多元民族志不是应用民族志方法对所研究的研究对象进行单一的深入描述,而是包括多个研究人员对同一研究对象进行协调协同的民族志工作,从而产生多元的解释和可能的意义。为了验证这一方法,41位学者对两款电子游戏《赛博朋克》和《我们当中》进行了多元宇宙人种志研究。关于这两个标题的探索性专题发现报告和多元宇宙民族志的方法含义进行了讨论。
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引用次数: 0
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Journal of Gaming and Virtual Worlds
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