scholarly journals FACE WORK SEORANG SPY DALAM GAME ONLINE SUPER ARMADA

2017 ◽  
Vol 5 (2) ◽  
pp. 136
Author(s):  
Ami Saptiyono

AbstractOnline media is media that provides a variety of facilities and services for people in activities and meet their needs. This media allows everyone to do various  activities such as browsing , blogging , chat , update your status, upload and download data, and even play games . In this article , the researcher discuss how an online game players do face work in the activities of online gaming , especially in the game "Super Armada" , through autoethnography methods , as a method of doing descriptions experience of researcher in this online game , using face work theory as reference in researchKey words: Face work, Autoethnography, Media online.

Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


2012 ◽  
Vol 40 (5) ◽  
pp. 855-862 ◽  
Author(s):  
Jowon Park ◽  
Guiohk Lee

We explored how personality traits are associated with experiential gratification in an online gaming context by applying Pine and Gilmore's (1998) experience economy framework. Results of a confirmatory factor analysis validated the hypothesis that the experience economy framework would be a reliable and valid construct in measuring online gamers' sense of experiential gratification. Furthermore, a regression analysis substantiated the influence of personality traits on the experiential gratification of online game players.


2015 ◽  
Vol 6 (3) ◽  
pp. 877-877
Author(s):  
Sang Jin Kim ◽  
◽  
Kyong Ryul Koo ◽  
Honglei Liu ◽  
Kyung Hoon Kim

2019 ◽  
Vol 2 (1) ◽  
pp. 23
Author(s):  
Bonit Bogonondo ◽  
Yessy Artanti

This paper examines the effects of brand placement and player involvement on brand awareness. The data in this study were collected from questionnaires distributed to 150 game players of online game with snowball sampling. Data analysis used multiple regression  analysis. However, our prediction that there were effect of brand placement and player involvement on brand awareness was not supported. We presents the discussions in this paper.


Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


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.


2010 ◽  
Vol 38 (5) ◽  
pp. 627-636 ◽  
Author(s):  
Yu-Tzu Chiang ◽  
Sunny S. S. J. Lin

Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents (N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2 broad dimensions: self-game focused and cognition-affect driving. In-game playfulness was a more suitable indicator (than playfulness trait) to describe adolescents' immediate experience of playfulness. Adolescents' psychological needs included in-game autonomy, in-game competence, and in-game relatedness, and adolescents' psychological needs predicted in-game playfulness.


Sign in / Sign up

Export Citation Format

Share Document