The anti-ageing secret of massively multiplayer online game: Managing its lifecycle

2021 ◽  
pp. 031289622098111
Author(s):  
Cheuk Hang Au ◽  
Kevin KW Ho

It is estimated that from 2015 to 2025, the Global Multiplayer Online Game (MMOG) market will be growing at a compound annual growth rate of 10.2%. However, rapid market changes have shortened the lifespan of many MMOGs. This market phenomenon may demotivate prospective market players and thus decelerate the market growth. To address the lifespan issue, we conducted a netnographic case study on ‘TalesRunner’, which has successfully operated for longer than many other MMOGs. Based on the data from over 5.2 million messages from its official forum, as well as data from different secondary sources, we established a lifecycle model of MMOG in conjunction with the Technology-Organization-Environment (TOE) framework and offered theoretical implications for both MMOG and lifecycle theory. JEL Classification: M15

2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Kelly Bergstrom

In this article, I argue for the inclusion of ‘deviant leisure’—a concept borrowed from the neighboring field of Leisure Studies—to provide Game Studies with a more robust theoretical toolkit to examine negative player-to-player interactions within online gameworlds. As a means of adding additional vocabulary to describe norms violating behavior, this article uses the Massively Multiplayer Online Game EVE Online as a case study to demonstrate how deviant leisure can be an effective framework for unpacking some of the behaviors observed within gameworlds that don’t quite fit into other commonly used categories such as dark play, griefing, trolling, or toxicity. Of particular value for Game Studies, deviant leisure has within it an embedded critique of the social order. In this article, I argue that what is happening in EVE is a rejection of games being coopted by society into becoming an activity that must be productive, and instead via the lens of deviant leisure we can recast these events as a struggle for gameplay to return to leisure for leisure’s sake.


2009 ◽  
Vol 130 (1) ◽  
pp. 77-89 ◽  
Author(s):  
John Banks

This article discusses the ways in which the relations among professional and non-professional participants in co-creative relations are being reconfigured as part of the shift from a closed industrial paradigm of expertise towards open and distributed expertise networks. This article draws on ethnographic consultancy research undertaken throughout 2007 with Auran Games, a Brisbane, Australia-based games developer, to explore the co-creative relationships between professional developers and gamers. This research followed and informed Auran's online community management and social networking strategies for Fury ( http://unleashthefury.com ), a massively multiplayer online game released in October 2007. This paper argues that these co-creative forms of expertise involve coordinating expertise through social-network markets.


Author(s):  
Selen Turkay ◽  
Charles K. Kinzer

Player identification is an outcome of gameplay experiences in virtual worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar customization has potential to impact player identification by shaping the relationship between the player and the character. This mixed method study examines the effects of avatar-based customization on players' identification with their characters, and the effects of identification dimensions (i.e., perceived similarity, wishful identification, embodied presence) on their motivation in a massively multiplayer online game, Lord of the Rings Online (LotRO). Participants (N = 66) played LotRO either in customization or in no-customization group for ten hours in four sessions in a lab setting. Data were collected through interviews and surveys. Results showed both time and avatar customization positively impacted player identification with their characters. Player motivation was predicted in different sessions by different identification dimensions, which shows the dynamic and situational impact of identification on motivation.


2017 ◽  
Vol 17 (3) ◽  
pp. 239-256 ◽  
Author(s):  
Guenter Wallner

With the advent of online gaming, access to in-game data has become increasingly important for players as it provides great opportunities for them to reflect and improve upon their gameplay or to compare their performance with others. Some of the currently most popular games focus on strategy and tactics, requiring players to skillfully position and maneuver units in order to achieve victory in battle. However, current visualizations for retrospective analysis of battles and that are targeted toward players are mainly limited to heatmaps and hence are not well suited for conveying the flow of battle. By contrast, military planners and historians alike have long used maps to provide a concise visual overview of troop movements. In this article, we are proposing an algorithm for automatically creating such battle maps from tracked in-game data. Several parameters allow to adjust the level-of-detail in the resulting maps. To demonstrate the practicality of our approach for post hoc analysis, we apply it to actual gameplay data obtained from a massively multiplayer online game and collected preliminary feedback among players of the game through an online survey.


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