scholarly journals Co-Creative Expertise: Auran Games and Fury — A Case Study

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.

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.


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


Author(s):  
Joan Francesc Fondevila Gascón ◽  
Ana Beriain

ABSTRACTThe social networking phenomenon starts generating various investigations, but so far none has raised the relationships among users of a social network from the behavioral and psychological point of view. To this end, we have conducted an empirical study based on simulated profiles in Facebook, relevant social network due to the amount of available users and for its IPO. From imaginary profiles, we analyze the types of other Facebook users that are added, which can inspire ecommerce strategies related to digital newspapers.RESUMENEl fenómeno de las redes sociales comienza a generar investigaciones diversas, pero de momento ninguna ha planteado las relaciones entre los usuarios de una red social desde el punto de vista conductual y psicológico. A tal efecto, hemos llevado a cabo un estudio empírico a partir de una simulación de perfiles en Facebook, red social de referencia por la cantidad de usuarios disponibles y por su salida a bolsa. A partir de perfiles imaginarios, analizamos la tipología de otros usuarios de Facebook que se le agregan, lo que puede inspirar estrategias de comercio electrónico vinculadas a los periódicos digitales.


Author(s):  
George Veletsianos ◽  
Cesar Navarrete

<p>While the potential of social networking sites to contribute to educational endeavors is highlighted by researchers and practitioners alike, empirical evidence on the use of such sites for formal online learning is scant. To fill this gap in the literature, we present a case study of learners’ perspectives and experiences in an online course taught using the Elgg online social network. Findings from this study indicate that learners enjoyed and appreciated both the social learning experience afforded by the online social network and supported one another in their learning, enhancing their own and other students’ experiences. Conversely, results also indicate that students limited their participation to course-related and graded activities, exhibiting little use of social networking and sharing. Additionally, learners needed support in managing the expanded amount of information available to them and devised strategies and “workarounds” to manage their time and participation.<br /><strong></strong></p>


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.


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