Game Studies 11/01: Special Issue on Game Reward Systems

The new special issue of Game Studies on Game Reward Systems is out. This issue was edited by Mikael Jakobsson and Olli Sotamaa.

Editorial

Editorial.

by guest editors Mikael Jakobsson and Olli Sotamaa

The guest editors introduce this special issue on game reward systems by discussing its origin, the focus, the need for further studies, and by presenting the included papers.

Articles

by Christopher Moore
Virtual millinery items were introduced as achievement based rewards for players of Team Fortress 2 in 2009. With attention to these highly sought after items, this article is concerned with promoting attention to the many ‘affects’ involved in the design and play of First Person Shooter (FPS) games.
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by Jason Begy, Mia Consalvo
Multiple frameworks for examining the motivations and achivements of MMO players exist, but many are based on assumptions about what kinds of fictional worlds these games contain. Using examples from the casual MMO Faunasphere, this paper argues that any such examinaton must start with the particular game’s fiction and rule systems.
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by Mikael Jakobsson
Xbox 360 achievements are explored through casuals, hunters and completists. The dichotomy between MMOs and console games is questioned by framing Xbox Live as a MMO. The ambiguity towards achievements is seen as a result of deeply rooted ideas of what games should be; while at the same time appealing to some of games’ most fundamental pleasures.
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by Alison Gazzard
By exploring ideas surrounding exploration, obstacles and avatar death, this article seeks to understand the various ways in which both space and time create reward systems in the gameworld. New categories of rewards are defined in relation to how goals may be constructed within different genres of videogames.
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by Ben Medler
This article presents a framework for understanding player dossiers, data-driven visual reports comprised of a player’s gameplay data. The framework describes how dossier systems validate player motivations and contextualize recorded gameplay allowing players to analyze or share the resulting data.
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by Paul Williams, Keith V. Nesbitt, Ami Eidels, David Elliott
This paper outlines the development of a top-down shooter designed to investigate the psychological phenomenon known as the ‘hot hand’. Such a game requires a well-balanced risk and reward structure. We chronicle the iterative tuning process, focusing on quantitative analysis of how players adapt their risk taking under varying reward structures.
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by Douglas Wilson
This article presents a case study of designing an intentionally “broken” console party game. Using Henning Eichberg’s concept of the “impossible game” and Bernie DeKoven’s notion of the “Well-Played game,” the article argues that “self-effacing” games of a certain type can help nurture a distinctly self-motivated and collaborative form of play.

Even More Theory: Nordic DiGRA Papers available

The papers from the Nordic DiGRA 2010 conference are now available here.

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Review on psychophysiological methods in game research

Kivikangas Matias, Ekman Inger, Chanel Guillaume, Järvelä Simo, Cowley Ben, Salminen Mikko, Henttonen Pentti, Ravaja Niklas
Full text | INFO

This paper reviews the psychophysiological method in game research. The use of psychophysiological measurements provides an objective, continuous, real-time, non-invasive, precise, and sensitive way to assess the game experience, but for best results it requires carefully controlled experiments, large participant samples and specialized equipment. We briefly explain the theory behind the method and present the most useful measures. We review previous studies that have used psychophysiological measures in game research, and provide future directions.

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Designing for Player Experience: How Professional Game Developers Communicate Design Visions

Hagen Ulf
Full text | INFO

This paper investigates the prevalence of deliberate design for player experience in big game studios, and how potential visions of intended player experience are articulated and communicated to the team in the course of the development process. The primary data consist of interviews with six Swedish game developers. The study shows that the practice of designing for player experience is indeed in use by many game developers, and that a wide variety of tools are employed to articulate and communicate their visions. The main purpose of this communication is to allow everyone in the development team to make design choices that are in line with the commonly shared design vision.

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A public place of their own. A Fieldstudy of a Game Café as a Third Place

Jonsson Fatima
Full text | INFO

This article investigates the meaning and function of the game café as a ‘Third place’ for boys and young men who play games in a game café. As there has been relatively little focus on game cafés in Western Europe as compared to studies of game cafés in Asia this paper examines the meaning and function of a game café in Sweden. This is achieved through an ethnographic study of a game café in central Stockholm. The author argues that the game café functions as a public place of their own. This means that for this group the game café is an escape from the moral judgments and parental restrictions and control at home. It also provides young men with a local hang out to maintain, negotiate and establish relationships with friends, peers and like minded through gaming. This place is a rather restricted third place which fosters interaction within a homogenous community of people of the same gender and age group. Therefore the game café shares more similarities with a sport club than a traditional café.

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“I’m in love with someone that doesn’t exist!!” Bleed in the context of a Computer Game

Waern Annika
Full text | INFO

It is not unusual for computer games to include romance, but most games treat romance as a narrative theme rather than as an integrated part of gameplay. In this article I investigate the gameplay experience in the game Dragon Age, a single-player game that allows players to actively engage in romance. Based on an investigation of blog and community comments, we argue that this sometimes will create an experience that is similar to the “bleed” effect in non-computerised role-play, and that the player to some extent shares emotions with his or her character.

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The Positive Negative Experience in Extreme Role-Playing

Montola Markus
Full text | INFO

Fun is often seen a necessary gratification for recreational games. This paper studies two freeform role-playing games aiming to create extremely intense experiences of tragedy, horror, disgust, powerlessness and self-loathing, in order to gratify the self-selected group of experienced role-players. Almost all of the 15 interviewed players appreciated their experiences, despite crying, experiencing physiological stress reactions and feeling generally ―bad‖ during the play.

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On Making Good Games: Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features

Björk Staffan
Full text | INFO

This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they support an intended use, and the intended use of games is to support people to be good players. A collection of gameplay design patterns, identified through their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games.

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Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft

Eklund Lina, Johansson Magnus
Full text | INFO

One of the main components and reasons for the success of the Massive Multiplayer Online Games genre (MMOG) is that these games are seen as arenas for social interaction. The focus of this paper is the phenomenon of “Pick up Groups” (PUGs), a neglected aspect of online gaming. How is the social interaction structured in these temporary groups? The results of a participant observation study reveal a low level of social interaction between PUG players. Communication is held to a minimum and dungeons completed at high speed. Even in the event of downtime, interaction is rare. What little interaction has been observed is divided into instrumental and sociable interaction. A higher level of sociable interaction was found when several players from the same guild played together in the same group. But looking at greetings and goodbyes, normally used to acknowledge an ongoing social situation, we see that the social engagement in most PUGs is low. In summary, social interaction in PUGs, if any, is mainly instrumental, making these temporary groups unsocial game experiences; something not normally associated with group play in the MMOG genre.

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And Justice for All – the 10 commandments of Online Games, and then some…

Johansson Magnus, Verhagen Harko
Full text | INFO

As part of our research project on the social aspects of gaming and more in particular the structuring of behavior in online multiplayer games using norms and rules, we present an overview of the type of rules used by clans and guilds in both MMOGs and FPS games. Not surprisingly, both genre and player motivation play a role in the selection and creation of rules. We also note that one of the types of behavior addressed in many rules, griefing, needs a more sophisticated analysis than used in previous game research. We conclude by presenting a set of “game commandments” that summarize the rule sets analyzed.

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Leadership Style in World of Warcraft Raid Guilds

Prax Patrick
Full text | INFO

This study shows how guild leaders in World of Warcraft (WOW) and leaders of real life organizations compare in terms of leadership style. This comparison is used to shed some light on leadership in Massively Multiplayer Online Role Playing Games (MMORPGs). 12 interviews were conducted, six with leaders of successful WOW raiding guilds and six with leaders of various real life organizations. The Leadership Grid was used to analyze and compare the different leadership styles. The leadership style of the guild leaders can be described as “Janus-faced”. It uses both “County-Club Management” putting human needs first and “Authority-Compliance Management” focusing on efficiency and results depending on the situation. To secure the success of the raid a leadership style with focus on results is used during the actual raid. During the every-day life, outside of the actual raid, a leadership style concerned about human needs is chosen to be able to solve social problems and build strong social relationships using only digital media for communication.

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Why gamers donʼt learn more An ecological approach to games as learning environments

Linderoth Jonas
Full text | INFO

This paper criticizes the argument that video games by their nature are good learning environments. By applying the ecological approach to perception and learning to examples of game play, the paper shows that games can be designed so that players are able to see and utilize affordances without developing skills. Compared to other practices, gaming demands less learning of the practitioner since progress can be built into the system. Contrary to the arguments put forth by James Paul Gee in his book What video games have to teach us about learning and literacy, this paper comes to the conclusion that good games do not necessarily imply good learning.

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Undercurrents: A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

Bergström Karl, Jonsson Staffan, Björk Staffan
Full text | INFO

This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process.

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Modelling Experimental Game Design

Holopainen Jussi, Nummenmaa Timo, Kuittinen Jussi
Full text | INFO

This paper uses two models of design, Stolterman’s and Löwgren’s three abstraction levels and Lawson’s model of designing, from the general design research to describe the game design process of an experimental pervasive mobile phone game. The game was designed to be deployed at a big science fiction convention for two days and was part of a research through design project where the focus was to understand which core mechanics could work for pervasive mobile phone games. The design process was, as is usual for experimental designs, very iterative. Data were gathered during the design process as entries in a design diary, notes from playtesting and bodystorming sessions, user interface sketches, and a series of software prototypes. The two complementary models of design were used to analyse the design process and the result is that the models give a good overview to an experimental game design process and reveal activities, design situations, and design choices which could have otherwise been lost in the analysis.

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Stillborn Gamers? Writing a Birth Certificate for Corporeality and Locomotion in Game Research

Nørgaard Rikke Toft
Full text | INFO

The paper presents a theoretical cornerstone in my current, ongoing PhD project which overall aim is to investigate relations between gamers’ corporeal, digital, and communicative practices. The present paper explores, in a beginning way, one of the more overlooked perspectives on the gamer, namely, the gamer as a ‘tool-wielding, moving body.’ It considers the theoretical and analytical questions that might begin to be asked if we understand gamers as moving bodies rather than e.g. visual perceivers or cognitive learners. The outlined framework will constitute the foundation for the project’s future research into gamers’ practices and hopefully open the doors for a more inclusive perspective on the gamer. The paper is organized in two parts: Firstly, a compact ‘reading’ of current game research is presented, secondly, possible theoretical and analytical tools for studying gaming as a corporeal activity is introduced. The aim is to make room for and shed light on corporeality and locomotion as valid, significant, and meaningful dimensions in game research.

Your Theory Fix: New Issue of Eludamos

Vol 4, No 2 (2010)

Table of Contents

Perspectives

Preface: A Community of Players HTML PDF
Judd Ruggill, Randall James Nichols, Ryan M. Moeller, Ken S. McAllister 133
Hyper-Ludicity, Contra-Ludicity, and the Digital Game HTML PDF
Steven Conway 135-147
Screening Play: Rules, Wares, and Representations in “Realistic” Video Games HTML PDF
Ian Reyes, Suellen Adams 149-166
Playing the Second World War: Call of Duty and the Telling of History HTML PDF
Harrison Gish 167-180
Strategy Computer Games and Discourses of Geopolitical Order HTML PDF
Rolf F. Nohr 181-195
Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV HTML PDF
Marc Ouellette 197-213
Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft HTML PDF
Kevin Moberly 215-235
Really Fake: The Magic Circle, the Mundane Circle, and the Everyday HTML PDF
Joshua Zimmerman 237-251

Articles

Strange Reality: On Glitches and Uncanny Play HTML PDF
Eben G. Holmes 255-276
Designing and Implementing an Assessment Plan for a Virtual Engineering Lab HTML PDF
Marilee J. Bresciani, Khaled Morsi, Mark Tucker, Mark Siprut, Kris Stewart, Allison Duncan 277-285
Online Gaming and the Social Construction of Virtual Victimization HTML PDF
Steven Downing 287-301
Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War HTML PDF
Jaimie Rachel Baron 303-314
Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2 HTML PDF
Kristine Jørgensen 315-331

Reviews

Book Review: The Mergence of Spaces by Elke Hemminger HTML PDF
Arne Schröder 335-338

Recent Theses: Abstract Games, Character-Driven Game Design, the Mind Module

Here are three interesting recent video game Master and PhD theses for your theoretical enjoyment.

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Jason Begy’s (my former research assistant at GAMBIT) Comparative Media Studies thesis:

Interpreting Abstract Games: The Metaphorical Potential of Formal Game Elements

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Petri Lankoski’s PhD thesis, Aalto University:

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Mirjam Palosaari Eladhari’s PhD thesis, Teeside University:

Characterising Action Potential in Virtual Game Worlds Applied with the Mind Module

Game Studies 10/01 is Out

(Yes, 10 years of Game Studies!)
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by J. Alison Bryant, Anna Akerman, Jordana Drell

This article details the “user-centered” research process adopted to create Nintendo DS games for preschoolers and addresses how new titles for specific populations can be approached. We review the role of exploratory and formative research in game development for young audiences and provide findings and design tips from the laboratory and field. [more]
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Tags, Threads, and Frames: Toward a Synthesis of Interaction Ritual and Livejournal Roleplaying
by
Sarah Wanenchak

This paper examines a game where sociological rules of interaction are adapted to fit an online context free from face to face encounters, and where these adapted rules are further stretched to fit interactions designed to construct a narrative that exists on both the individual and the communal levels. [more]
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Game designers often limit the availability of powerful cards in collectible card games. This approach can have negative consequences on a game’s suitability for casual play. This paper explores case studies of two online collectible card games and a design philosophy that argues that powerful game effects should be commonly available to players. [more]

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This article criticises influential MMO scholarship approaching virtual worlds as if they were outside the real world, and presents an alternative view based on Anselm Strauss’s concept of overlapping social worlds. MMOs are seen as sites where the world of players meshes with families and workplaces, and often flows over to other sites and forums. [more]

Interview

by Celia Pearce
Rand Miller, who with his brother Robyn designed Myst, the first blockbuster CD-ROM, talks about his legacy of vanguard game design, and the complex history of its multiplayer sequel Uru: Ages Beyond Myst. This interview, conducted via e-mail, took place shortly before the third re-opening of Uru. [more]

Book Reviews

by Richard Bartle
Review of “Digital Culture, Play and Identity: A World of Warcraft Reader” edited by Hilde G. Corneliussen and Jill Walker Rettberg, (MIT Press, 2008). [more]
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by Frans Mäyrä Review of “Cheating: Gaining Advantage in Videogames” by Mia Consalvo, (MIT Press 2007). [more]
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by Cynthia Haynes
Review of “Critical Play: Radical Game Design” by Mary Flanagan (MIT Press, 2009) [more]
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by Ragnhild Tronstad
Review of “Critical Play: Radical Game Design” by Mary Flanagan, (MIT Press, 2009). [more]

Your Theory Fix: New Issue of Eludamos

For your theory pleasure, the new issue of Eludamos is out.

(Full disclosure: I am on the advisory board now.)

Eludamos. Journal for Computer Game Culture

Vol 4, No 1 (2010)
Table of Contents
http://www.eludamos.org/index.php/eludamos/issue/view/vol4no1

Articles
Postcolonial Playgrounds: Games and postcolonial culture (1-6)
Sybille Lammes

Why so serious? On the relation of serious games and learning (7-24)
Johannes S. Breuer,     Gary Bente

The Computer Game as a Somatic Experience (25-40)
Henrik Smed Nielsen

Discourse Engines for Art Mods (41-56)
Cindy Poremba

Exploring the Creative Potential of Values Conscious Game Design:
Students’ Experiences with the VAP Curriculum (57-67)
Jonathan Belman,        Mary Flanagan

Indoor Fireworks: The Pleasures of Digital Game Pyrotechnics (69-83)
Simon Niedenthal

Interviews
The Museology of Computergames—An interview with the curator of the
Computerspiele Museum, Andreas Lange, and art historian and archivist Dr.
Winfried Bergmeyer, Berlin. (87-100)
Claudia Costa Pederson

Development in Context (101)
Judd Ethan Ruggill,     Ken S. McAllister

“Stay Small and Keep it All”: Making a Big Splash in Boutique Game
Development (103-107)
Ken S. McAllister,      Judd Ethan Ruggill

Evoking the Inexpressible: The Fine Art and Business of Games (109-115)
Jennifer deWinter,      Ken S. McAllister,      Judd Ethan Ruggill

No B.S.: The Contemporary Practice of Game Education, Design, and
Development (117-122)
Ken S. McAllister,      Judd Ethan Ruggill

Reviews
Planets as small as your house. A review of Super Mario Galaxy (125-128)
Ruben Aize Meintema

Book Review: The Ethics of Computer Games by Miguel Sicart (129-131)
Matthew Geyer Kaplan

Journal of Virtual Worlds Research: Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

The Journal of Virtual Worlds has a new issue out, Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds.

Editor′s Corner

Why Virtual-World Economies Matter

Mandy Salomon, Serge Soudoplatoff

Abstract | PDF

Interactive Online Exhibits and Demonstrations

Rethinking Virtual Commodification, or The Virtual Kitchen Sink

Lori Landay

Movie | PDF

Invited Articles

On Money and Magic

Edward Castronova

Abstract | PDF

Characteristics of the Virtual Economy (after ‘State of Play VI’ Conference , 2009)

Julian Dibbel

Interview

China′s New Gold Farm

Anthony Gilmore

Abstract | PDF

Virtual Goods: Good for Business?

Nic Mitham

Abstract | PDF

Peer Reviewed Research Papers

“We Will Always Be One Step Ahead of Them” A Case Study on the Economy of Cheating in MMORPGs

Stefano de Paoli, Aphra Kerr

Abstract | PDF

An Exploration of Entrepreneurship in Massively Multiplayer Online Role-Playing Games: Second Life and Entropia Universe

Stéphane Kieger

Abstract | PDF

Born Virtuals and Avapreneurship: A case study of achieving successful outcomes in Peace Train – a Second Life organization

Robin Teigland

Abstract | PDF

Virtual Commerce (V-Commerce) in Second Life: The Roles of Physical Presence and Brand-Self Connection

Seung-A Annie Jin, Justin Bolebruch

Abstract | PDF

Research Papers

Understanding “Gold Farming” and Real-Money Trading as the Intersection of Real and Virtual Economies

Richard Heeks

Abstract | PDF

World of Warcraft: The Viability of Massively Multiplayer Online Role-Playing Games as Platforms for Modeling and Evaluating Perfect Competition

Eli Kosminsky

Abstract | PDF

“Think Pieces”

Currencies and Capitalisms on the Internet

Minna Ruckenstein

Abstract | PDF

Licensing Considerations for OpenSim-Based Virtual Worlds

Shenlei E. Winkler

Abstract | PDF

Monographs

Teens and Virtual Goods: The Fun, Useful and Affordable Luxuries that are Driving the Virtual Economy

Maura Welch

Abstract | PDF

Editor-in-Chief′s Corner

Topping from the Viewfinder: The Visual Language of Virtual BDSM Photographs in Second Life

Shaowen Bardzell

Abstract | PDF