Spelling suggestions: "subject:"fantasy games -- cocial aspects"" "subject:"fantasy games -- bsocial aspects""
1 |
MMO gaming culture: an online gaming familyUnknown Date (has links)
This study examines the social organization of Gaiscíoch, a large online gaming
community that exists within the simulated world of a massively multiplayer online role
playing game (MMORPG). It provides an ethnographic account of an online gaming
community that is open to any player without skill or time commitment requirements, but
still maintains high status within the game world. This project identifies eight elements
that make this inclusive, friendly, and casual community successful in virtual worlds that
tend to be dominated by communities that have a competitive, strict, and exclusive
approach to online gaming (social interaction, code of values, leadership, rank system,
events, community building, population size, gameplay). Lastly, this project briefly
inquires about the nature of the border between the virtual and the physical and
establishes that gamers can be considered pseudo-border-inhabitants that are in control of
the community they place adjacent to them in the cyber world. / Includes bibliography. / Thesis (M.A.)--Florida Atlantic University, 2015. / FAU Electronic Theses and Dissertations Collection
|
2 |
Planning a Let's pretend game : games of make-believe : role playing games as devising theatre.Janse van Vuuren, Gerhardus Petrus Benjamin. January 2005 (has links)
This dissertation seeks to formulate guidelines for the construction of a Let's Pretend game in order for a group to create a collaborative narrative through pretend play. A
Let's Pretend game would provide a system for a performance event in which players are able to enter an imaginary world, take on roles in such a world and take actions in these roles. For this a Let's Pretend game should have a structured system of play; the structure for narrative in an imaginary environment; the means for participants to collaborate; and the means for participants to direct themselves.
The practical component of this research, The Foreshadowing workshop, combines the role-playing game and a devised theatre workshop into one process. In this
process the elements of games of make-believe can be identified. Bernard Suits' theory on games of make-believe identifies the prelusory goal, lusory means, constitutive rules, and the lusory attitude as the basic elements of a game.
The guidelines for a Let's Pretend game can be derived from the conventions of the role-playing game and devised theatre workshop. These guidelines would address all
the requirements of a Let's Pretend game, except self-direction, which is not available in the role-playing game, or devised theatre workshop. For self-direction, guidelines are derived from Bernard Suits' notion of the game as institution through the process of rules
clarification.
The primary guidelines for constructing a Let's Pretend game then are: that the
game structure should foster fidelity to game world specifically through the imaginary
roles. The character creation process should allow these roles to be the focus for action
resolution. These roles should be able to develop through interactions and these
interactions, as dramatic moves, would determine the plot. The structure of the game
should further foster collaboration, be easily learnt and transferred, allow for the
negotiating of rules and most importantly afford all players access to the directorial
function. This dissertation, however, does not attempt the construction of such a Let's
Pretend game. This would be the subject of future study. / Thesis (M.A.)-University of KwaZulu-Natal, Pietermaritzburg, 2005.
|
3 |
Dasein online! a study of the experience of flow in the virtual playgroundGodley, Donnae-Maree January 2012 (has links)
The purpose of this study was twofold. First, it aimed to present and understand the experiences of online gamers from the paradigm of positive psychology. To achieve this, the phenomenon of flow was investigated to see whether or not, it is experienced whilst gaming online and if present, how it is revealed in this context. The second purpose was to contribute to theory building and to respond to extant research recommendations. Aligned with a qualitative orientation, the method selected to achieve the objectives of the study was interpretative phenomenological analysis. A sample of four participants who met the criteria for inclusion in the research were selected and interviewed using semi-structured interviews. Data was analysed and interpreted inductively and categorised into superordinate themes. These were presented as two sections: Section A explored the experience and meaning of online gaming through the following three superordinate themes; intention, pre-gaming rituals and gaming process. Section B discussed the social experience and meaning of gaming online through the superordinate theme, a gamers way. This study both challenged and supported theory and research in the field and introduced novel areas, such as pregaming rituals and the subthemes; marijuana and gaming space. This is a notable and promising "side effect" of a research design that is exploratory. Findings called for future multi-disciplinary research into flow, gaming and online relationships considering Csikszentimaihalyi‟s concept of autotelic relationships and Heideggers‟ philosophical framework.
|
Page generated in 0.0764 seconds