The need for real time consistency management in P2P mobile gaming environments

Author(s):  
Duncan J. McCaffery ◽  
Joe Finney
2019 ◽  
Vol 22 (12) ◽  
pp. 2257-2280
Author(s):  
Anya Hommadova Lu ◽  
Stephen Carradini

Mobile gaming has experienced rapid growth with the development of mobile technology. A mechanic of constant risk in the mobile massively multiplayer online real-time strategy game Lords Mobile prompted us to investigate the effects of the game on players’ work activities. Through a 19-month virtual ethnography of Lords Mobile, we found that game and work activities affected each other. Study participants played the game at work due to the constant risk mechanic, resulting in time-based and strain-based work interference. Players also reported receiving some social support for work stress, but development and use of social capital around work topics was unexpectedly limited. Resisting the “work” and “non-work” binary, some players avoided some areas of interference by playing tactically throughout the day. In the context of work–game relationship, players reported interference more often than use of social capital or tactical play. We suggest that the constant risk mechanic needs more research and that players structuring their play and work activities so that the relationships between them are positive instead of negative could be called work–game balance.


2020 ◽  
Vol 12 (3) ◽  
pp. 259-285
Author(s):  
Stephen Carradini ◽  
Anya Hommadova Lu

Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) game Lords Mobile by reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encourage the player to form relationships with other players. Players often quit the game due to conflicts with their offline obligations or due to lack of interest in the game. Observing the beginning, middle and end of game play shows that players change motivations over time and respond to external motivators in addition to internal motivators.


Author(s):  
Thierry Jéron ◽  
Nicolas Markey ◽  
David Mentré ◽  
Reiya Noguchi ◽  
Ocan Sankur

1979 ◽  
Vol 44 ◽  
pp. 41-47
Author(s):  
Donald A. Landman

This paper describes some recent results of our quiescent prominence spectrometry program at the Mees Solar Observatory on Haleakala. The observations were made with the 25 cm coronagraph/coudé spectrograph system using a silicon vidicon detector. This detector consists of 500 contiguous channels covering approximately 6 or 80 Å, depending on the grating used. The instrument is interfaced to the Observatory’s PDP 11/45 computer system, and has the important advantages of wide spectral response, linearity and signal-averaging with real-time display. Its principal drawback is the relatively small target size. For the present work, the aperture was about 3″ × 5″. Absolute intensity calibrations were made by measuring quiet regions near sun center.


Sign in / Sign up

Export Citation Format

Share Document