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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Using Membership Categorisation Analysis to Study Identity Creation in the Digital game Dota2

Clinton, Jonathan January 2014 (has links)
One aspect of the internet that has been discussed in relation to identity creation is whether we can transcend our physical selves when we enter an online environment, thus potentially creating the internet as a space where we could leave our bodies when performing our identity. The purpose of this master thesis is to investigate the accomplishment of membership categorization within the domain of online gaming and through it identity in an online gaming environment. This thesis argues that the discourse within Dota2 constructs the identity of the unsuccessful gamer as an outsider or deviant in terms of nationality, sexuality, and mental capability. Games of Dota2 have been observed and the interaction via the in game chat system has been transcribed and analyzed using Membership Categorization Analysis. The study found that membership was not commonly assigned but when it was, it was associated with the incumbent being on one’s own team and performing lower than expected. Also, in the cases where categories were assigned to players, these were assigned to unsuccessful players (This interactive feature is supported previous research by Eklund (2011) and Linderoth & Olsson (2010) in that they created the game as male centric western European space. The expectations of a successful player were not accomplished in order to inform the identity creation process of successful gamers. The results suggest that identity in Dota2 is structured around a players displayed skill and that the identity created is often based on stereotypes associated with certain nationalities, genders and mental capabilities. The use of MCA offered a holistic approach to how identities were created in online gaming that allowed the researcher to approach the subject without any preconceptions as to what would be found. The study also showed that the use of MCA may be useful when it comes to identity creation within virtual worlds.
2

A Comparison of Moderation Systems in DOTA2 and League of Legends from a Player Perspective

Wang, Qiaoting January 2023 (has links)
MOBA (multiplayer online battle arena) game is a game genre where players play as two teams, competing against each other team on a battlefield. Toxic behaviors, such as cheating and communication abuse, have been a prevalent phenomenon in MOBA games, and game companies often adopt moderation systems to deal with the toxicity. However, previous studies suggested that players may have different interpretation and player use of the moderation systems, compared to the official explanations of the systems given by the game companies, and players in different MOBA games have different attitudes towards the same moderation system. But, to date, no study has compared the moderation systems in different games or investigate how players interpret the differences between the moderation systems. Therefore, in this thesis, the researcher investigates the similarities and differences between the moderation systems in two popular MOBA games, DOTA2 and League of Legends, and further explores the player perception of these moderation systems. The methods used in this thesis are conceptual modeling and semi-structured interview. The findings show that the two games have similar frameworks of their moderation systems, but the design philosophies behind the moderation systems are different. Players in the two games both report toxic behaviors included in the official taxonomy, but besides this similarity, the two groups of players interpret and use moderation systems in different ways, aligned with the design philosophies behind the moderation systems in their own games. The results also imply possible relationships between the different moderation system design and the difference between player interpretation and player use. Based on the findings, this thesis also gives three suggestions for future moderation system design.

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