How much reading between the lines is there in online game playing?

2019 ◽  
Vol 2 (2) ◽  
pp. 290-318
Author(s):  
Noboru Sakai

Abstract This paper discusses to what extent people can convey and understand intentions and messages in Monster Strike, which has only one tool for intentional messaging – called ‘good job’ (GJ) – to send messages to other players, and it is, therefore, interesting to analyze how players exchange ideas and infer each other’s communicative intentions using a limited means of communication towards a common goal. This paper describes the significance of GJ first through an analysis of actual game playing, with supplemental information from players’ discussion spaces on line. The communications encompass (1) the original meaning (i.e., ‘good job’); (2) extended interpretations; and (3) an attention signal, with shared temporary and cumulative knowledge of the game and the players’ own dispositions.

2007 ◽  
Vol 35 (10) ◽  
pp. 16
Author(s):  
SHERRY BOSCHERT
Keyword(s):  

Author(s):  
Qun Ren ◽  
Philip Hardwick

Internet Cafés are the most popular locations for internet users to enjoy online game playing in China. At the beginning of this chapter, the authors analyzed reasons for Internet cafes’ popularity as well as listing difficulties the Internet Cafés are confronting. Applying the distribution strategy put forward by Kasper, the authors analyzed how five of the top ten most popular games are distributed in the Internet cafés by their game operators. In the conclusion, the authors suggest game operators of different market dominance should utilize different distribution strategies (intensive or selective one) to match the game product with the players’ demand. At the end of this chapter, some recommendations are put forward for the Internet cafés to take into account.


2017 ◽  
Vol 45 (9) ◽  
pp. 1475-1484
Author(s):  
Hye Rim Lee ◽  
Eui Jun Jeong

We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors.


2014 ◽  
Vol 10 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


2016 ◽  
Vol 22 (11) ◽  
pp. 3533-3536
Author(s):  
Won-Joe Jung ◽  
Taewoo Han
Keyword(s):  

2021 ◽  
Author(s):  
Tomonari Irie ◽  
Hiroki Shinkawa ◽  
Masanori Tanaka ◽  
Kengo Yokomitsu

Studies have found that adolescents’ in-game purchases are related to psychosocial problems. In-game purchases, including loot boxes, are relatively new systems; therefore, the associated problems have not been fully examined. This study considered whether adolescents plan for in-game purchases and examined the issues related to the purchasing style. We surveyed 1,052 Japanese high school students (591 females, 443 males, and 18 unknowns, aged 15–18) on their online game-playing status, in-game purchases, gaming problems, and depression symptoms. The results revealed that adolescents who made unplanned purchases users had a greater degree of problems than those who planned their purchases. Among the non-planners, loot box users had poorer mental health than non-users of loot boxes. These results suggest that to prevent psychosocial problems associated with problematic gaming among adolescents, it is important to pay attention to unplanned purchases and loot boxes.


2017 ◽  
pp. 202-219
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


2007 ◽  
Vol 35 (10) ◽  
pp. 1399-1404 ◽  
Author(s):  
HILL HUNG-JEN TU ◽  
LILY SHUI-LIEN CHEN ◽  
MICHAEL CHIH-HUNG WANG ◽  
JULIA YING-CHAO LIN

This study was designed to uncover the impact of neuroticism on leisure satisfaction based on online games in Taiwan, the country that has the second largest online game-playing market in the world. A systematic sampling produced 500 usable questionnaires for the final data analysis. The findings indicate a negative relationship between neuroticism and leisure satisfaction. This research therefore provides evidence that overall leisure satisfaction decreases in persons with a greater neuroticism tendency.


2016 ◽  
Vol 13 (3) ◽  
pp. 297 ◽  
Author(s):  
Jeong Ha Park ◽  
Doug Hyun Han ◽  
Bung-Nyun Kim ◽  
Jae Hoon Cheong ◽  
Young-Sik Lee

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