Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3’s trends on Twitch.tv and Steam platforms

2017 ◽  
Vol 17 (3) ◽  
pp. 218-238 ◽  
Author(s):  
Enrico Gandolfi

In current Game Research, gaming service platforms such as PlayStation Network, Steam, and Twitch.tv represent a still poorly investigated topic. Despite the millions of monthly viewers and members, little efforts have been done to shed light on their dynamics and trends. This article aims to address such a lack by presenting the findings of an empirical inquiry guided by the key concepts of “platform” and “actor–network theory” with the support of a novel network visualization technique. Specifically, the role-playing game Dark Souls 3–related activity on Steam and Twitch.tv was collected for the first 20 days from the release (12 April–1 May 2016). Targeted data concerned several variables among which: most viewed streamers, streaming types, debating topics and reviews’ highlights on Steam (etc.) through screenshots, user-generated content, and text gathering. Data were processed and then visualized with the network-oriented software Gephi for uncovering associations and patterns in the targeted online environments. The action game The Division worked as an exploratory case study and counter-example for stressing the proposal. Although with some limitations, the visualization strategy adopted (four networks for each platform) proved to be effective in framing and communicating the results in a straightforward way. Finally, findings enlightened a phenomenon (i.e. gaming service platforms), that is, getting increasingly central in digital entertainment, and might inform further investigations with alternative designs and focuses.

2020 ◽  
Vol 37 (1) ◽  
pp. 38-54
Author(s):  
Ester Jiresch ◽  
Vincent Boswijk

This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, since those media are growing notably and especially computer games (console and online applications) reach an enormous audience.Scientific interest in them has increased in recent years. Miller mentions the 'sexiness of Vikings in video games, the pretense of Viking-like settings for popular television programs […]' (Miller, 2014, p. 4). The case study is Dark Age of Camelot (DAoC – Mythic Entertainment 2001) which is a MMORPG (Massive Multiplayer Online Role Playing Game) that is currently (2015) still available to play online. We will show examples of themes (characters, narratives, objects etc.) deriving from Eddic texts and how they are represented and deployed in the game. Since the representation of 'Nordic' identity is a key feature in the game's construction, it will therefore be addressed as well. The fictional world of DAoC consists of three realms – Albion, Hibernia and Midgard – that are at war with each other. Their (human) inhabitants are respectively based on medieval Anglo-Saxon, Celtic and Norse tribes that differ distinctively in their character traits. Our goal is to elaborate on the representation of identity traits of the fictional 'Norse' races (as defined by the game) that appear in DAoC. We will scrutinize if and how the game uses older or more current concepts of (national) identity. In order to do so, an overview of Scandinavian / Nordic identity constructions that have been popular and / or widespread from antiquity will be presented, via medieval sources to romanticism and nineteenth century nationalism until current discussions of national identity.


Author(s):  
Sisse Siggaard Jensen

Over the past five years, millions of actors have found it meaningful to move in and settle down in the Metaverse, for example, as an adventurous shaman in an advanced role-playing game such as EverQuest or as a businesswoman in the social world of Second Life. In this article, the main question therefore is: how do the actors and gamers of the two types of virtual worlds make sense of their avatars and the worlds when they act and communicate using their avatars as personal mediators? Participatory observations inspired by virtual ethnography and in-depth video-interviews were conducted to answer this question. The analysis of the substantial amount of empirical data draws on the concepts of intermediaries and mediators from actor-network theory (Latour, 1991, 1998, 2005), Sense-Making methodology (Dervin et al., 2003), social psychology (Yee, 2006), and experimental economics (Bloomfield & Rennekamp, 2008). It is shown how the actors create a personal story and history of their avatar that transforms them into the mediators of being in the virtual world, and also how the avatars act as the mediators that transform the actors themselves. To identify, understand, and keep track of the many transformations of meaning, Nick Yee’s motivation factors (relationships, immersion, achievement, escapism and manipulation) have proven helpful also to the analysis of a social world like Second Life. In future studies, it is recommended that we study further the sense-makings of motivation factors such as creativity and experimentation.


Author(s):  
Seyed Abdollah Shahrokni

This chapter explains the process of collecting data for an ethnographic case study in a Massively Multiplayer Online Role-playing Game (MMOG) called Stronghold Kingdoms, describing the methodological aspects of the study such as the research site, participants, data collection sources, and analysis. Further, the chapter explains the challenges encountered while conducting the study, including entering and becoming a member of the game community, data collection and analysis in an ever-changing world, being a participant-observer and the risk of going native, and participant attrition. Finally, the chapter provides some solutions and recommendations for researchers interested in conducting studies in MMOG settings.


2018 ◽  
Vol 41 (3) ◽  
pp. 303-313
Author(s):  
Mary Beth Willard ◽  

I present a case study of the use of a table-top role-playing game in a mid-level course that presupposes no previous familiarity with philosophy. The course covered philosophical analyses of propaganda and language, and the pedagogical purpose of the game was to help students grasp the basics of philosophical and linguistic theories of assertion quickly. The game, Sign, directs players to create a signed language collaboratively, and thus forces them to pay attention to the subtle ways in which communication occurs.


2011 ◽  
Vol 1 (1) ◽  
pp. 32-44 ◽  
Author(s):  
Elaine M. Raybourn

The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one’s emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps (USMC). This work with the USMC is presented as a case study and example of the use of crucible experiences in game-based learning. Crucible experiences are learning opportunities relevant across a number of different domains and disciplines such as education, healthcare, corporate training, diplomacy, crisis management, international business, and intercultural communication. The present paper demonstrates that crucible experiences are catalysts for personal growth and can be incorporated into game-based learning design whose intent is to create defining moments in which learners can explore emotional intelligence and examine who they are under challenging conditions.


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2020 ◽  
Vol 13 (21) ◽  
pp. 55-73
Author(s):  
Lindsay Meaning

This paper addresses the depiction of colonialism and imperial ideologies in video games through an adaptation case study of the 2016 indie role-playing game Kim, adapted from the Rudyard Kipling novel of the same name. I explore the ways in which underlying colonial and imperial ideologies are replicated and reinforced in the process of adapting novel to game. In the process of adaptation, previously obscured practices of colonial violence are brought to the forefront of the narrative, where they are materialized by the game’s procedural rhetoric. However, the game fails to interrogate or critique these practices, ultimately reinforcing the imperial ideological framework in which it was developed.


Author(s):  
Elaine M. Raybourn

The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one’s emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps (USMC). This work with the USMC is presented as a case study and example of the use of crucible experiences in game-based learning. Crucible experiences are learning opportunities relevant across a number of different domains and disciplines such as education, healthcare, corporate training, diplomacy, crisis management, international business, and intercultural communication. The present paper demonstrates that crucible experiences are catalysts for personal growth and can be incorporated into game-based learning design whose intent is to create defining moments in which learners can explore emotional intelligence and examine who they are under challenging conditions.


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