scholarly journals Professional Gamer: The Meaning on ‘Point Blank Online’ Play

2019 ◽  
Vol 11 (1) ◽  
pp. 18
Author(s):  
Muhd Ar. Imam Riauan ◽  
Abdul Aziz

<p class="Abstract"><em><span lang="IN">The growth rate of online game players in Indonesia is 33% average per year on 2010 and 35% on 2013. Majority of game players are not able to control game play activities and only waste time. On the other hand there is a group of online game players who are capable of achieving and succeeding in the online gaming world especially in playing Point Blank. </span><span>This research use qualitative analysis</span><span lang="IN"> with descriptive approach</span><span> to investigate the professional online game player on ‘Team Fun’ Group that consist of 6 player with different ability in Point Blank. This research show that the </span><span>meaning on Point Blank </span><span lang="IN">give a chance for </span><span>the </span><span lang="IN">player</span><span>to become professional gamers</span><span lang="IN"> as long as</span><span lang="IN">t</span><span>he players able to determine their goals and dreams in playing online games</span><span lang="IN">. Professional game player</span><span>also must join a solid team </span><span lang="IN">to</span><span> clear goal in play.</span></em></p>

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.


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.


Psibernetika ◽  
2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Stefani Virlia ◽  
Silvia Setiadji

<p><em>Online game is a game that is loved by many people of ages ranging from children to adults. Online games can trigger addiction that can cause effects such as withdrawal, aggressiveness, problems in interpersonal relationships and can even lead to psychological disorders. This study aimed to examine the relationship between online gaming addiction and social skills in early adult game players. The method used is quantitative method and included into the type of correlational research. Respondents in this study is the online game players in the cafe Jakarta Barat, totaling 342 people. The results of this study revealed a significant correlation between addicted to online games and social skills in early adult game players with r = -0367 (p &lt;0.05). Early adult game players have become addicted to the game because it makes online games as</em><em> an escape from their problems. </em></p><p><em> </em></p><strong><em>Keywords</em></strong><em> : addicted to online game; social skill;, early adulthood</em>


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Dong Woo Ko ◽  
Jihye Park

PurposeThe purpose of this research is to examine the effects of congruence between the ideal self-image of a game player and the game character on identification and interaction with the game character, perceived game power and performance, character attachment and willingness to spend money on the game character.Design/methodology/approachA total of 347 online game players participated in an online survey posted via the nationwide crowdsourcing web service Mechanical Turk in the US. A structural equation modelling was conducted using a maximum-likelihood estimation procedure to test the relationships among the variables.FindingsThe results revealed a significant positive impact of congruence between a game character and the ideal self-image of a game player on identification and interaction with the game character, perceived game power, game performance, attachment to the game character and willingness to spend money on the game character.Originality/valueAlthough significant research has been conducted in the area of online gaming, limited attention has been given to the strategic game content that stimulates a player's intention to purchase game items. Due to the challenges in sales growth in the game industry caused by business model shifts from a subscription-based model to a free-to-play one, it is important for marketing practitioners to motivate game players to continue playing the game and purchase game items. The results of this study provide valuable strategic insights to overcome the limitations of existing marketing strategies in the online game business.


2017 ◽  
Vol 30 (1) ◽  
pp. 139-162 ◽  
Author(s):  
Chuang-Chun Liu

Purpose Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) impact flow experience; this study also investigates how flow experience is related to replay intention. Furthermore, this is the first study to explore the relationship between perceived uncertainty and challenges in online gaming. Design/methodology/approach The proposed research model was empirically evaluated using survey data collected from online game players. The evaluation was conducted using partial least squares of structural equation modeling. Findings The findings revealed that flow experience was a significant predictor of replay intention. Four antecedents of flow (telepresence, focused attention, skills, and challenges) had a positive influence on flow experience. Interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) influenced these antecedents. Moreover, human-to-human interactivity exerted a greater impact on the flow experience antecedents than did human-to-machine-associated interactivity. This study reveals that human-to-human interactivity is most crucial to the effective development of online games. In addition, the author find that utilitarian motivations have positive moderating effects on the relationship between flow and replay intention. Finally, additional practical and managerial implications are discussed. Originality/value Few empirical studies have explored the moderating role of utilitarian motivations. This original study analyzed how utilitarian motivations moderate the relationships between flow and replay intention of online game players. Moreover, this is one of the first studies to explore the characteristic of uncertainty and its role in the context of online game playing.


LETS ◽  
2020 ◽  
Vol 1 (2) ◽  
pp. 91-98
Author(s):  
Yudhi Faizal Eka Putra ◽  
Serliah Nur ◽  
Rabiatul Adawiah ◽  
Nurfitrah

Online Games are popular for Indonesian teenagers, and one of them is the Clash of Clans (COC). Each online game has specific terms. Those are known as jargon. This study is aimed to find jargons of Clash of Clans used by the teenagers. It is a qualitative research using descriptive method. The result shows that there are seventeen jargons used by three teenagers. They are Archer Troops, Barbarian Troops, Wall Level 3, Wall Level 1, Town Hall 3 Starts, Mortar, Golem, Hogs, Wars, Builder, Hidden Tesla, Clan Castle, Giant, Healer, and Elixir. Those jargons are used in the other contexts, out of that online game. the players use this jargon language by considering the things in the real life with all of the things in Clash of Clans. So the jargon language from the game is accidentally said by teenagers in their real life context.


2011 ◽  
pp. 1511-1519
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.


2018 ◽  
Vol 1 (1) ◽  
Author(s):  
silvester dian handy permana

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Qing Yan ◽  
Lipeng Song

The widespread use of online game accelerators also induces them to become a medium for hackers to spread Trojan horses. In this paper, we propose a novel compartment model which considered the heterogeneity of online computer game players aiming to characterize the Trojan propagation. Specifically, we distinguish rational game players from impulsive game players in our model. The spreading threshold is obtained, and the global stability of equilibrium is also verified. Moreover, Trojan’s control problem is studied by using Pontryagin’s maximum principle. Numerical results confirm the stability of the system and the effectiveness of the optimal control strategy. Besides, more numerical results also show that some control strategies such as warning and caution should be taken at the very beginning of game player downloading the malicious accelerator.


2020 ◽  
Vol 7 (2) ◽  
pp. 85
Author(s):  
Indah Shofiyah ◽  
Indra Bastian

This study aims to investigate the effect of capitation in improving the service quality at primary care in Yogyakarta province. Variables in this research are incentives and the proportion of capitation. This research use financial and performance primary care reports which collected from Health Agency in Yogyakarta Province. Data was successfully processed were 62 reports. The results of this research show that incentives and the proportion of capitation statistically influence in improving service quality, on the other side proportion of capitation funds statistically does not strengthen relationship between incentives and service quality.


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