scholarly journals The Development of Video Game Enjoyment in a Role Playing Game

2013 ◽  
Vol 16 (4) ◽  
pp. 260-264 ◽  
Author(s):  
Werner Wirth ◽  
Fabian Ryffel ◽  
Thilo von Pape ◽  
Veronika Karnowski
2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


Author(s):  
Emory S. Daniel, Jr. ◽  
Gregory P. Perreault ◽  
Michael G Blight

This chapter features a game from the Shin Megami Tensei series called Persona 5. This chapter examines how the case of role playing video game Persona 5 depicts agenda setting through the use of an in-game audience-oriented polling systems and comment system in order to understand to a greater degree the ways in which games contribute to our understanding of media processes and explores the idea of fandom as integral to the agenda setting process. The case chapter addressed in this manuscript represents a unique narrative featuring a daily life simulator, a turn-based Japanese role-playing game (JRPG), and complex in-game media vehicles to drive the story.


Author(s):  
William Gibbons

This chapter explores two video games that feature the nineteenth-century pianist and composer Frédéric Chopin as the main character: the Japanese role-playing game Eternal Sonata and the mobile game Frederic: Resurrection of Music. The chapter begins by examining three mythic identities that have shaped audience’s understandings of Chopin and his music and that play a role in Eternal Sonata and Frederic: the salon composer, the Romantic composer, and the Slavic composer. To address the challenges of creating a compelling video game narrative about a real-world composer, both games employ innovative but problematic narrative strategies to transform Chopin into a more stereotypically heroic character. Moreover, both games include his music in ways designed to reinforce its musical greatness and increase the music’s appeal to younger audiences.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


Author(s):  
Siu-Lan Tan ◽  
John Baxa ◽  
Matthew P. Spackman

This article presents an empirical study of the role of video game audio on performance. Twenty participants played The Legend of Zelda: Twilight Princess on the Wii console for a 45-minute session on five consecutive days. Employing a repeated measures design, the authors exposed players to one orientation session and four sound conditions, i.e., silence, remote control sounds, remote control and screen sounds, and unrelated music played on a boom-box, in a counterbalanced order. Performance was weakest when playing without sound, increasingly stronger with audio emitted by remote control only, and by remote-and-screen respectively. Surprisingly, the highest scores were earned when playing with music that was unrelated to players’ actions or events unfolding on screen. These findings point to the challenges of processing multisensory cues during the initial stages of an elaborate role-playing game, and suggest that the most effective players swiftly develop strategies incorporating task-relevant information conveyed by both sound and images.


2017 ◽  
Vol 2 (1) ◽  
pp. 36
Author(s):  
Dhanu Ario Putra ◽  
Djatmika Djatmika ◽  
Tri Wiratno

<p>Penelitian ini membahas tentang kualitas terjemahan istilah-istilah teknis didalam game <em>Ragnarok Online </em>(RO)<em> </em>karya <em>Gravity. Co.Ltd.</em> Penelitian ini menggunakan pendekatan Morfologi penerjemahan. Tujuan penelitian ini adalah: (1) menemukan apa saja istilah teknis dan proses pembentukan istilah-istilah tersebut didalam game RO; (2) menemukan teknik penerjemahan yang digunakan di dalam game RO; Menemukan hubungan antara penggunaan teknik penerjemahan terhadap proses pembentukan istilah dan unit istilah-istilah didalam game RO(4) mengetahui kualitas terjemahan istilah-istilah teknis didalam game RO.</p><p>Penelitian ini merupakan penelitian kualitatif yang bersifat deskriptif. Sumber data penelitian ini adalah video game berjudul <em>Ragnarok Online</em> yang berjenis <em>MMORPG</em> (<em>Massive Multiplayer Online Role Playing Game</em>) dan para informan untuk menilai kualitas terjemahannya. Pengumpulan data pada penelitian ini dilakukan dengan cara mengkaji sumber data, kuiosioner dan melakukan FGD (Focus Group Discussion).</p><p>Ditemukan sebanyak 7 proses dalam pembentukan istilah-istilah teknis di dalam game <em>RO</em>, proses pembentukan istilah teknis melalui proses <em>Compounding </em>yang lebih banyak ditemukan. Ditemukan 13 Teknik Penerjemahan yang digunakan oleh penerjemah dalam menerjemahkan istilah-istilah teknis. Untuk kualitas terjemahan istilah-istilah teknis, terjemahannya tergolong akurat, berterima, dan memiliki keterbacaan tinggi.</p><p>Penggunaan teknik peminjaman-murni yang dominan digunakan disebabkan karena pengaruh domain, tidak mengurangi kualitas terjemahannya. Penggunaan teknik terjemahan peminjaman-murni lebih dominan digunakan pada unit kata tunggal, tetapi jika di dalam bentuk phrase, maka peminjaman-murni tidak lagi mendominan dalam penggunaannya. Penggunaan teknik reduksi-penghilangan, menyebabkan keakuratan dan keberterimaannya tergolong rendah, namun tidak mempengaruhi kualitas terjemahan dari segi keterbacaan.</p><p> </p><p>Kata Kunci: istilah teknis, pembentukan istilah, teknik penerjemahan, kualitas terjemahan istilah teknis.</p>


Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game databases, such as those published on journalistic websites.   Field of application/theoretical foundation: The variable ‘genre’ is often used in content analyses of video games to identify and compare different types of games. Lynch et al (2016), for example, investigate whether the number of sexualized characters differ between various video game genres (Action, Adventure, Fighting, Platformer, Role-Playing-Game, Shooter). However, the definition and validity of different genre lists is controversially discussed in the literature (e.g., Arsenault, 2009). Most content analytic studies adopt the value of the genre variable for a given game from an external source. Most commonly, scholars use one or more databases published on journalistic video game websites (www.ign.com; www.gamespot.com; www.giantbomb.com), on Wikipedia or the database of the Entertainment Software Rating Board (www.esrb.org). Most of the genre classifications in these databases are based on gameplay characteristics rather than narrative themes. For example, both the game Starcraft as well as Anno 1602 are classified as ‘real-time strategy’ on Wikipedia, regardless of the fact that they have rather different settings (science fiction vs. historic). To ensure that games are classified into a few, clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), many content analyses define potential values of the genre variable in a first step (see below). For example, while IGN (www.ign.com) currently categorizes games in 27 different genre categories, studies mostly only differentiate between 9-15 genres (see below). In a second step, the appropriate value of the variable for a given game is coded based on the external sources. Additionally, rules need to be developed that determine how to deal with potential conflicts. At first, if coding is based on multiple sources, it needs to be decided how to deal with potential conflicts between these sources. For example, Hanninger and Thompson (2004) report that “the genre most frequently used” (p. 867) was coded in such cases. In contrast, Lynch and colleagues (2016) prioritized entries in the IGN database and only used additional sources (GiantBomb and Wikipedia) if information was lacking. Moreover, scholars need to decide how to deal with multiple categorizations of a given game in the same database (e.g. Anno 1602 is classified as ‘real-time strategy’ and ‘city-building game’ on Wikipedia). Lynch and colleagues (2016), for instance, coded the first genre from their list which was mentioned in the database. Finally, scholars must also ensure that their shortened list of genres (step 1) is consistent with the potentially more detailed classification approach of external databases or develop a scheme that defines the correspondence between these lists.   References/combination with other methods of data collection: Scholars may also use survey methods to classify games in homogeneous groups. For example, experts or players could be asked to evaluate several games on multiple dimensions, such as setting and gameplay mechanics. Subsequent statistical cluster analysis (e.g., hierarchical clustering) could be applied to identify homogeneous groups of games. Moreover, games could be clustered on the basis of their textual descriptions, for example, in Wikipedia articles. Automated methods, such as latent semantic analysis, can be used for this purpose (e.g. Ryan et al., 2015).   Example studies Coding material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) Entry of a game in the video game database published on the journalistic website IGN; if information was unavailable the website GiantBomb as well as Wikipedia were used Genre Predefined list of genres: “action, adventure, casual, children’s entertainment, family entertainment, fighting, flight simulation, horror, platformer, racing, role-playing game (RPG), shooter, sports, strategy, or other/indeterminable” (p. 562) Game Lynch et al., 2016 (reliability not stated) Entry of a game in video game databases published on journalistic websites (IGN, GameSpot, GameFAQs) and the database of the Entertainment Software Rating Board Genre Predefined list of genres: “action, adventure, fighting, racing, role-playing, shooting, simulation, sports, strategy, or trivia” (p. 857) Game Haninger & Thompson, 2004 (reliability not stated) Entry of a game in the video game database of the Entertainment Software Rating Board Genre Predefined list of genres: “adventure, flight simulator, fighting, music, role-playing, racing, shooter, sports, or strategy/puzzle” (p. 65) Game Smith, Lachlan, & Tamborini, 2003 (reliability not stated)   References Arsenault, D. (2009). Video Game Genre, Evolution and Innovation. Eludamos. Journal for Computer Game Culture, 3(2), 29. Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. JAMA: The Journal of the American Medical Association, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237 Ryan, J. O., Kaltman, E., Mateas, M., & Wardrip-Fruin, N. (2015). What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing. Proceedings of the 10th International Conference on the Foundations of Digital Games, 10. Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58–76. https://doi.org/10.1207/s15506878jobem4701_4


Author(s):  
Esteban A. Durán-Yañez ◽  
Mario A. Rodríguez-Díaz ◽  
César A. López-Luévano

This chapter describes the insights towards a proposal to integrate a procedural content generation strategy in a computer role-playing usable and accessible learning video game for gaining replayability to encourage engagement and motivation in learners. In order to explain the contextual issues of the topic, the chapter includes a discussion on how computer role-playing video games impact the skills considered crucial for the work in the future—abstraction, system thinking, experimentation, and collaboration—emphasizing the importance of usability and accessibility to ensure effectiveness of the proposal. A first approach of a computer role-playing video game is presented to provide an illustrative example. The prototype will serve for future evaluations with people for usability and accessibility.


Author(s):  
Damar Kristanto

The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research. 


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