‘Thank you for your compliance’: Overwatch as a Disciplinary System

2021 ◽  
pp. 155541202110262
Author(s):  
Sian Tomkinson ◽  
Benn van den Ende

Toxicity in online multiplayer games has long been an issue, and game developers implement various strategies such as reputation systems to curb such behaviour. Although Foucault’s notion of discipline seems an ideal lens through which to analyse such reputation systems, as of yet there has been little work on the subject. This article addresses the reputation system implemented in 2018 by Blizzard, who created an endorsement system in the team-based multiplayer shooter Overwatch. This successfully encouraged positive player behaviour by implementing rewards, rather than only punishments. In this article, we examine the endorsement system as an example of Foucault’s discipline, one that is particularly relevant to game design because it uses incentives as well as deterrents. We argue that the endorsement system is particularly effective as a form of discipline because it includes players as part of the process, by actively constructing subjects (gamers) to fit a pre-defined mould.

2019 ◽  
Vol 2 (2) ◽  
pp. 67-77
Author(s):  
Keri Grieman

Regulating a population is difficult, and no easier when that population has grenade launchers. Video game publishers and developers face the unenviable challenge of balancing their game's playability with regulating the individuals within it. This is done proactively (by game design) and reactively (by punishing or rewarding player behaviour). What players encounter affects the game's age rating, but also the player's desire to continue playing. Even games focusing on violence impose taboos on unsportsmanlike behaviour, and real-world referential behaviour or attacks. Games can become known for their toxic player behaviour, rather than the gameplay itself. In examining pro and reactive regulation in online multiplayer games, such as type of communication and moderation, there appears to be a correlation between highly proactive in-game regulation and low age ratings, and highly reactive in-game regulation and high age ratings. While further study is needed, this suggests potential avenues for future regulatory efforts.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


2021 ◽  
Vol 10 (4) ◽  
pp. 1-28
Author(s):  
John Edison MUñOZ ◽  
Kerstin Dautenhahn

The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers have been using multiplayer games in a wide variety of applications in HRI, including training, entertainment and education, allowing robots to take different roles. Moreover, robots have included different capabilities and sensing technologies, and elements such as external screens or motion controllers were used to foster gameplay. Based on our findings, we propose a design taxonomy called Robo Ludens, which identifies HRI elements and game design fundamentals and classifies important components used in multiplayer HRI scenarios. The Robo Ludens taxonomy covers considerations from a robot-oriented perspective as well as game design aspects to provide a comprehensive list of elements that can foster gameplay and bring enjoyable experiences in HRI scenarios.


2019 ◽  
Vol 6 (4) ◽  
pp. 19-48
Author(s):  
Laila Shoukry ◽  
Stefan Göbel

This paper presents the design and development of "StoryPlay Multimodal", a mobile multimodal analytics platform for the evaluation of Serious Games. It is intended to serve researchers, teachers and educational game developers as a means to assess their Serious Game Design. This is done by capturing, pre-processing, synchronizing and visualizing multimodal serious games analytics and mobile sensor data from playtesting sessions. By linking log data with multimodal data, it is possible to uncover relations between design elements, gameplay interactions, context parameters and affective and cognitive states. This is crucial for gaining full insight into the session, even if not present with the player at the same location. After discussing design requirements, the architecture of the software, the different modules, additional features, implementation challenges and solutions are presented. The testing settings, participants and results are also discussed to demonstrate how the evaluation procedure can be applied to deliver valuable outcomes for Serious Games Research.


2021 ◽  
Vol 2 (1) ◽  
pp. 13-20
Author(s):  
Jennifer Reynolds

Technology has blurred the lines between gambling and gaming. While the convergence can be witnessed on many different levels, social casino games on social networking sites and mobile apps illustrate just one example. Much of what we currently know about social casino games focuses on player behaviour, with little understanding about this genre from the perspective of social game professionals. This paper aims to fill the gap in our understanding of social casino games through interviews with the professionals who design them. In-depth interviews were conducted with 14 professionals from the social casino games industry. Interviews were analyzed using thematic analysis. Findings illustrate tensions that exist between the two fields of gambling and gaming; however, both are trying to separate themselves from the stigmatized ‘dirty secret’ that is gambling. Further, as a result of social casino games residing, for the most part, in an unregulated ‘grey area,’ findings illustrate the ethical struggle felt by social casino game professionals. This convergence has significant consequences, not only for players, but for game developers, designers, and researchers, and highlights the importance of game designer education.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2000 ◽  
Vol 9 (5) ◽  
pp. 448-462 ◽  
Author(s):  
José Pablo Zagal ◽  
Miguel Nussbaum ◽  
Ricardo Rosas

Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games …”


Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Over the past 20 years, instructional designers in the Learning Games Lab at New Mexico State University have developed a design model for game development that brings researchers, educators, and game developers together throughout the design process. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves in both content and game design, and (c) test extensively throughout development with members of the target audience. In this chapter, the authors describe the model as it was used in development of several math games during a four-year development cycle for the Math Snacks project. They discuss the implications of this approach for the creation of other educational games or suites of games and share recommendations for expansion of the model to other developers.


Author(s):  
Kenneth Chen

Ever since MDA was publicized by Hunicke, Leblanc, and Zubek in 2004, it has become a building block for game developers and scholars. However, it has also incited several misconceptions that have spread among students and the gaming community. For example, players have overused the term “mechanics,” to the point that it is virtually meaningless. On the other side, the terms “dynamics” and “aesthetics” have been comparatively neglected, despite their value. Building upon our experiences of teaching an undergraduate game design course, we argue that these misconceptions stem from the ways that consumers have misinterpreted the MDA framework. Game educators are not necessarily working with experienced designers: they are working with students who are often more passionate about playing games than making them. Thus, game educators need to target this misconception in order to shed light on preconceived biases.


2019 ◽  
Vol 53 (2) ◽  
pp. 195-223 ◽  
Author(s):  
Ted Matherly

Purpose The purpose of this paper is to investigate how the effectiveness of systems for ensuring cooperation in online transactions is impacted by a positivity bias in the evaluation of the work that is produced. The presence of this bias can reduce the informativeness of the reputation system and negatively impact its ability to ensure quality. Design/methodology/approach This research combines survey and experimental methods, collecting data from 1,875 Mechanical Turk (MTurk) workers in five studies designed to investigate the informativeness of the MTurk reputation system. Findings The findings demonstrate the presence of a positivity bias in evaluations of workers on MTurk, which leaves them undifferentiated, except at the extremity of the reputation system and by status markers. Research limitations/implications Because MTurk workers self-select tasks, the findings are limited in that they may only be generalizable to those who are interested in research-related work. Further, the tasks used in this research are largely subjective in nature, which may decrease their sensitivity to differences in quality. Practical implications For researchers, the results suggest that requiring 99 per cent approval rates (rather than the previously advised 95 per cent) should be used to identify high-quality workers on MTurk. Originality/value The research provides insights into the design and use of reputation systems and demonstrates how design decisions can exacerbate the effect of naturally occurring biases in evaluations to reduce the utility of these systems.


Sign in / Sign up

Export Citation Format

Share Document