scholarly journals Formation of investment attractiveness of a gaming virtual team based on goodwill management in cybersport

2021 ◽  
Vol 15 (2) ◽  
pp. 45-60
Author(s):  
Marina Yu. Andreeva ◽  
◽  
Yury N. Sentyabov ◽  

The development of the Internet, the transition to the fourth technological order contributes to the quantitative and qualitative change in virtual organizations. A special place in the virtual environment is occupied by the gaming segment, the volume of which in 2018 reached over 116 trillion dollars, nearly doubling in the past five years. COVID-19 has undoubtedly played into the hands of the online gaming industry, increasing sales across all segments. This study analyzes the massively multiplayer online role-playing game that created the phenomenon of the virtual world. It is the virtual game worlds that have formed the niche of the virtual gaming commercial teams (VGCT`s), which specialize in the provision of services for the development of content produced by development organizations for user players. However, in order to successfully operate in the face of tough virtual gaming competition, a commercial team needs both an understanding of the business process and attracting sources of funding. The article discusses the strategy of forming the investment attractiveness of VGCT, as one of the key aspects of competitiveness. The paper presents the author`s definition of the investment attractiveness of VGCT, carried out SWOT analysis of the working VGCT “Zeta”, assessed the investment attractiveness on the basis of unidentified assets. The purpose of the study is to develop approaches to determining the investment attractiveness of VGCT in the specific conditions of the economy of the virtual world of multiplayer games. Brief statement of the problem is to substantiate the need of managing goodwill of a virtual organization as the main tool for increasing its competitiveness. The article used general scientific methods and methods of SWOT-analysis. The definition of the economy of the virtual gaming world of multiplayer role-playing online games is given. The essence of the concept of “investment attractiveness” is revealed in relation to a specific object of research – a virtual gaming commercial team, its assessment is carried out in the context of external and internal factors. It was determined that goodwill constitutes the basis of VGCT’s investment attractiveness, and the task of increasing the competitiveness of VGCT is inextricably linked with the management of goodwill as a set of unidentifiable assets.

2017 ◽  
Vol 25 ◽  
Author(s):  
Lauren B. Collister

Players of the massively multiplayer online role-playing game World of Warcraft (WoW) are accustomed to a transformative culture that appropriates off-line events and personas into virtual-world representations inside of the game. Following this culture, players have transformed an off-line event—the Race for the Cure, to benefit breast cancer charities—into an online event called the Running of the Gnomes with parameters and participation properties appropriate for the virtual world. This transformative event is a disruptive form of civil disobedience including elements of hacktivism. Though the event conforms to the game's culture and rules, the mass collective action of the Running of the Gnomes disrupts the player experience by flooding the game's chat boxes with messages about an off-line concern (breast cancer) and also disrupts the game itself by crashing the server through the sheer volume of player participation. This disruption is embraced as an integral part of the event and is one of the primary causes for the event's success as a fundraising activity.


Author(s):  
Bodi Anderson

This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have higher amount of linguistic features characteristic of interaction. Evidence points to MMORPGs being more interactive and also supportive of collaborative interaction.


Servis plus ◽  
2015 ◽  
Vol 9 (2) ◽  
pp. 100-106
Author(s):  
Валентина Костоварова ◽  
Valentina Kostovarova ◽  
Галина Чудайкина ◽  
Galina Chudaykina

The article is devoted to the introduction of innovative technologies in the learning process. The authors emphasize the fact that innovative teaching activities are an important component of the educational process. The authors note that this is the foundation on which to build a competitive institution in the education market. Innovative activities are related to both scientific and methodical work of teachers and to teaching and research and scientific practice of students. The purpose of innovation is a qualitative change in the personality of a student. This differs from the traditional education system and involves the use of interactive teaching methods. High-performance, implementing non-traditional forms of training, development and education of students are the following approaches: brainstorming workshops, project development, role-playing game, excursions. The paper examines in detail one of the methods of interactive learning foreign languages - excursion. The authors conclude that the use of this method is dictated by the specifics of training of future professionals who will work in the tourism and hospitality industry and it helps to transform foreign language from passive to active skill. Based on the analysis of joint activities it is established that there is an interaction of students with each other and the teacher, who becomes an equal partner and consultant. The task of the authors of this article is to determine the value of the excursion as one of the interactive methods of teaching foreign languages in high school, to familiarize the reader with the experience of the application of this method in the teaching of foreign languages at Russian State University of Tourism and Service.


2020 ◽  
Vol 175 ◽  
pp. 15011 ◽  
Author(s):  
Irina Kondratieva ◽  
Tatiana Rogacheva ◽  
Nadezhda Malina ◽  
Elena Vyshegorodskaya

The article is devoted to the issues of forming ecological consciousness of foreign students of technical universities at the classes on Russian as a foreign language. The article gives definition of ecological consciousness; methods of formation of competence of a future engineer as a specialist, who is aware of the necessity to observe ecological principles in his work, are studied. The statistics of student polls on environmental problems is given. Reading texts on environmental topics, preparation of monologic statement on the theme “Environmental problems of our time”, holding a discussion club, preparation of scientific reports on environmental issues, participation in an imitation role-playing game, participation in events of the university, devoted to environmental protection, help to realize the importance of the problem and the need to solve it in the professional activity of a technicalspecialist.


Author(s):  
Chaka Chaka

This chapter explores the potential both Second Life (SL) and World of Warcraft (WoW) as instances of a virtual world (VW) and a massively multi-player online role-playing game (MMORPG), respectively, have for leveraging presence learning. The latter encapsulates, in this chapter, presence pedagogy, tele-presence, co-presence, social presence, and cognitive presence as mediated by both SL and WoW. In this context, this chapter contends that both SL and WoW help harness presence learning. Against this background, the chapter first provides a brief overview of SL, WoW, and presence learning. Second, it presents and discusses seven case studies demonstrating how both SL and WoW help harness presence learning. Third and last, the chapter outlines future trends for presence learning in respect of both SL and WoW.


Author(s):  
Thiago Falcão

In this chapter we inquire about the role that the narrative acquires in the production of meaning resulting from the contact between players and environment, in the Massive Multiplayer Online Role-playing Game (MMORPG) World of Warcraft1. We posit that through the process of agency, the authorial narrative, structurally positioned at the conceptual core of the virtual world, may contribute to the diversity of variables involved in the creation of a framing (Goffman, 1974) in which the users will engage in interaction among themselves. According to Dramaturgical Sociology, the resulting meaning from an interaction strongly depends on the context in which it is situated; such notion is precisely the reason why, by observing an environment so intensely imbued by symbols from popular culture, European folklore and medieval fantasy, we may also examine how such signs may assist in the creation of behavioral scripts – and how these are played by the players interacting in the virtual world.


2009 ◽  
Vol 59 (9) ◽  
pp. 1809-1816 ◽  
Author(s):  
P. Prat ◽  
M. Aulinas ◽  
C. Turon ◽  
J. Comas ◽  
M. Poch

Current management of sanitation infrastructures (sewer systems, wastewater treatment plant, receiving water, bypasses, deposits, etc) is not fulfilling the objectives of up to date legislation, to achieve a good ecological and chemical status of water bodies through integrated management. These made it necessary to develop new methodologies that help decision makers to improve the management in order to achieve that status. Decision Support Systems (DSS) based on Multi-Agent System (MAS) paradigm are promising tools to improve the integrated management. When all the different agents involved interact, new important knowledge emerges. This knowledge can be used to build better DSS and improve wastewater infrastructures management achieving the objectives planned by legislations. The paper describes a methodology to acquire this knowledge through a Role Playing Game (RPG). First of all there is an introduction about the wastewater problems, a definition of RPG, and the relation between RPG and MAS. Then it is explained how the RPG was built with two examples of game sessions and results. The paper finishes with a discussion about the uses of this methodology and future work.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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