Video Game Players’ Purchase Behaviour of Different Types of In-Game Goods

2020 ◽  
Author(s):  
Xiaowei Cai ◽  
Jose-Javier Cebollada-Calvo ◽  
Monica Cortinas
Author(s):  
Roger Dale Jones

 This article addresses the question of how video game players make sense out of their experiences by looking specifically at World of Warcraft (Blizzard Entertainment 2004) fan-comics on the official game website. It first develops an analytical framework consisting of game discourse to address the different levels that fan-comics refer to the “game” and game narrative to address the ways in which fan-comics utilize narrative aspects of the game in their stories. Sense-making in comics is then used to address how fan-comics use graphic images and verbal text to embed (and narratively frame) conflicting perspectives into specific cognitive and social forms of sense-making. It then applies this analytical framework to three World of Warcraft fan-comics that participate in three different levels of game discourse and presents three different types of sense-making processes. Finally, the article raises questions for future research on the sense-making processes and strategies of video game fan-comics. 


2021 ◽  
Vol 65 ◽  
pp. 101530
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Thu-Trang Vuong ◽  
...  

2021 ◽  
pp. 100445
Author(s):  
Xiaowei Cai ◽  
José Javier Cebollada Calvo ◽  
Mónica Cortiñas Ugalde

2015 ◽  
Vol 32 (2) ◽  
pp. 409-420 ◽  
Author(s):  
Cameron J. Forrest ◽  
Daniel L. King ◽  
Paul H. Delfabbro

Author(s):  
Simon Abramov ◽  
Alexander Korotin ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Anton Stepanov ◽  
...  

2021 ◽  
pp. e20200012
Author(s):  
Heidi Rautalahti

The article examines player narratives on meaningful encounters with video games by using an argumentative qualitative interview method. Data gathered among Finnish adult video game players represents narratives of important connections in personal lives, affinities that the article analyzes as further producing three distinctive themes on meaningful encounters. Utilizing a study-of-religion framework, the article discusses meaning making and emerging ways of meaningfulness connected to the larger discussion on the “big questions” that are asked, explored, and answered in popular culture today. Non-religious players talk about intricate and profound contemplations in relation to game memories, highlighting how accidental self-reflections in mundane game worlds frame a continuing search for self.


Author(s):  
Ondřej Hrabec

This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that play style is a pattern that predicts players' behavior, their perceptions and their interactions. A qualitative analysis was conducted to better understand the term “style” in gamer culture based on an extensive examination of players' texts and interviews with professional gamers and commentators. The results identify categories corresponding to seven general styles that relate to gamer terminology and play theory. The results also suggest a richness, dynamic interrelatedness and changeability of styles. Furthermore, there may be similarities among different play styles with regard to their activity components despite the different intentional patterns that direct players' behaviors.


2012 ◽  
Vol 139 (2) ◽  
pp. 327-334 ◽  
Author(s):  
Hande Sungur ◽  
Aysecan Boduroglu

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