A Model of Leadership Behavior in Massively Multiplayer Online Role-Playing Games

2015 ◽  
Vol 7 (2) ◽  
pp. 15-31
Author(s):  
Li-Chun Huang ◽  
Chia-Ping Yu

Based on self-monitoring theory, this study integrates the constructs of group climate, game design, leadership self-efficacy, and leadership experiences to investigate leadership behavior in MMORPGs. The authors adopted questionnaires (138 samples) as a means to observe leadership behaviors in MMORPGs. The research results show that group climate, game design and leadership self-efficacy have a positive influence on leadership. From a theoretical viewpoint, the authors' studies confirm that leaders adjust and control their behavior according to what kind of group climate they perceive, how confidently they act as leaders and what functions are provided by the online game system. A practical implication of this study is that MMORPGs provide an opportunity for players to effectively and quickly learn leadership skills. The authors suggest that leaders who are lacking in social skills initiate social interactions with others on MMORPGs; this can help them develop leadership self-efficacy or manage their team through effective game designs.

Author(s):  
Seunh Hoon Lee ◽  
Doo Heon Song

<p>Mobile Tole Playing Games (RPGs) are now very popular in gaming market. Still, we have great constraint in hardware provided such as screen size and interaction speed. Adopting techniques such as auto play enables the game designers to weaken the burdens of porting RPG scales to mobile platform. However, the interface design in mobile platform becomes quite different from PC based platform. In this paper, we investigate how user interface functionalities are provided for popular mobile RPGs based on google play downloaded between the year of 2014 and 2016. We analyze the commonalities and the differences of recent successful mobile RPGs first and take a user survey with heuristics. In result, subjects who are 16 ~ 25 in age weakly accept current interface layout and control as over 70% positive rate in 4 point Likert scale test.</p>


2011 ◽  
Vol 2011 ◽  
pp. 1-9
Author(s):  
Fang You ◽  
Jianping Liu ◽  
Xinjian Guan ◽  
Jianmin Wang ◽  
Zibin Zheng ◽  
...  

Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model). From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model), our proposed player taxonomy model can achieve good results: classification is more stable.


Author(s):  
Mark J.W. Lee ◽  
Ken Eustace ◽  
Geoff Fellows ◽  
Allan Bytheway ◽  
Leah Irving

<span>This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western Australia were involved in a pilot study as "proof of concept", in which they participated in both game design and game play within a MOO based collaborative virtual environment with a medieval castle theme.</span>


Author(s):  
Александра Валерьевна Никитина

Рассмотрено понятие «геймификация» и его значение для сферы образования. Разведены понятия «геймификация» и «игровое обучение». Представлены направления, по которым велась трансформация систем обучения через принятие принципов геймдизайна в эксперименте группы родителей по семейному обучению в г. Чебоксары: обучение через получение опыта (учителя не дают готовых ответов, а предлагают для решения задачи и проблемы на основе комплекса дисциплин), осуществление контроля посредством древа навыков (визуально представленной разветвленной карты развития ученика, которая предполагает самостоятельный выбор направления развития тех или иных его умений и навыков), конструирование методики преподавания дисциплин с учетом жанровой специфики видеоигр (игры-действия, симуляторы, стратегии, ролевые игры, приключения, головоломки), специфический дизайн учебного класса (через соотношение приватной и публичной зон). Описаны положительные и отрицательные эффекты внедрения данных направлений: повышение мотивации, прозрачность в оценивании задач, стремление к развитию, точечное решение проблем ребенка, связанных с его коммуникативными и познавательными навыками; возникновение внутренних конфликтов, связанных с получением знания через опыт, постоянное внимание со стороны учителя, тьютора и психолога. The article considers the concept of gamification and its significance for the sphere of education; differentiates the concepts of gamification and game learning; provides the areas of transformation of training systems through teaching the principles of game design in a family learning group in Cheboksary: learning through experience (teachers do not give answers, but offer some tasks and problems through a set of disciplines), control through the skill tree (a skill tree is a visual branched map of the student’s development, which assumes an independent choice of the area of development of his skills and abilities), the design of disciplines, taking into account the genre of video games (games, simulations, strategies, role-playing games, adventures, puzzles), the specific design of the classroom (through the ratio of private and public zones). The article also describes positive and negative effects of the introduction of these orientations: increased motivation, transparency in the assessment of tasks, the desire for development, the point solution of the child’s problems associated with his communication and cognitive skills; the emergence of internal interactions associated with the acquisition of knowledge through experience, constant attention from the teacher, tutor and psychologist.


2018 ◽  
Vol 8 (4) ◽  
pp. 1
Author(s):  
Min Lun Wu

Digital game-based learning (DGBL) has gained traction on various educational levels in recent years as educators continue to seek best practices and researchers keep conducting studies to investigate the affordances and constraints of such technology-mediated instruction. This paper discusses the intersections between the historical development of educational digital games and contemporary theories of learning. Resultant from the review, a typology of educational digital games consisting of four genres -- edutainment and educational game applications, serious games, commercial off the shelf and massive multiplayer online role-playing games, and educational game design tools--is devised to help teachers interested in digital games better understand the pedagogical processes and cope with challenges involved in implementing DGBL. The paper concludes with the importance that the implementation of different genres of educational digital games in instruction entails teachers’ usage of different pedagogical strategies in accordance with the chosen game genre and opportunities to teach subject area content.


2015 ◽  
Vol 24 (2) ◽  
pp. 600-608 ◽  
Author(s):  
Amanda Nathale Soares ◽  
Maria Flávia Gazzinelli ◽  
Vânia de Souza ◽  
Lucas Henrique Lobato Araújo

This is an experience report on the creation of a Role Playing Game used as a pedagogical strategy for promoting the development of autonomy and critical-reflexive thinking among undergraduate students of Nursing during their training. The game's creation took place in the School of Nursing of the Federal University of Minas Gerais, between November 2011 - March 2012, involving four stages: definition of the game design; creation of the game's prototype; and evaluation of the game's dynamic by players of Role Playing Games; and preparation of the 'masters'. The game was created with the aim of providing the students of the Nursing Course with metaphorical experience of problem-situations corresponding to the main scenarios of professional activity. It is believed that the game prepared constitutes a pedagogical strategy in which the students engage and become involved in their process of thinking, of elaborating new meanings, of knowing and of acting.


Author(s):  
Chris Bateman

The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player practices of videogames descend directly from the player practices of tabletop games, especially in terms of the progenitive role of tabletop role-playing games for contemporary digital entertainment. Such player practices can be broadly understood in terms of interface (how the player engages with the game), world (what the player imagines is happening), or the agency practices that connect the interface and the world.Three propositions concerning the relationships between fictional setting and designed rule systems within games are explored, the last of which stresses the idea that ‘no-one plays alone’ i.e. that all play entails continuity of its practices over and above variation of those practices. These propositions are used to demonstrate three aesthetic flaws that are peculiar to, or particularly relevant for, videogames. This in turn leads to a discussion of the ways that commercially successful games have always proceeded by leveraging the existing networks of practice. The result is an alternative perspective for game design, game scholarship, or game critique, one that foregrounds the role of player practices.


Information ◽  
2021 ◽  
Vol 12 (6) ◽  
pp. 229
Author(s):  
Haolan Wang ◽  
Zeliang Zhang ◽  
Mohd Nor Akmal Khalid ◽  
Hiroyuki Iida ◽  
Keqiu Li

Due to the advent of the Internet, massively multiplayer online role-playing games (MMORPGs) have been enjoyed worldwide by many players simultaneously, and game publishers’ revenues have reached billions of dollars from subscriptions alone. Frequent updates (e.g., versioning) and new contents (e.g., quest system) are the typical strategies adopted by developers to keep MMORPG experiences fresh and attractive. What makes such strategies attractive and retains the interest of players in MMORPGs? This study focuses on one aspect of a popular MMORPG: the player’s experience of the quest systems of Final Fantasy XIV (FF14). The different quest systems were analyzed considering Bartle’s players’ classification, specifically for the explorers and achievers. From an information science perspective, such an analysis can be achieved via game refinement (GR) theory, which formulates the information of the game’s progression into a measurable model of game sophistication. On top of that, we used the concept of motion in mind, which was derived from concepts in physics. It maps game progression information to enable the possible quantification and approximation of players’ mental movements and affective experiences in the game. Based on the analysis of the collected data using the proposed measures of GR and motion in mind, the impact of regular updates on players in long-term games is discussed. Insights from the study provide guidance and suggestions for potential improvements in long-term game design.


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