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Escapism in to the Virtual World : A study on the accumulation of Bourdieu’s forms of capital in online gamesGracia Tjong, Richard Jake January 2015 (has links)
This study aims to present the characteristics and functions of Bourdieu’s forms of capital;economic, cultural, social and symbolic capital in large online social games genre called Massive multiplayer online roleplaying games (MMORPG). This is done in order to determine if these are reproduced in an online society consisting of thousands of players, which of the forms of capital are of outmost importance and how the accumulation of these affect the players lives using qualitative methods. Results show that the forms of capital in-game carry similar characteristics to the accumulation of such in the real world but are not transferable to the real world to the same extent. Which of the forms of capital was most of importance than others was not evident from the results, however, the empirical material shows of an interrelationship between the accumulation of capital between the dimensions; real world and game world.
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Visuell personalisering och karaktärsskapande i Final Fantasy XIV: A Realm RebornCarlberg, Max, Nilsson, Wictor January 2018 (has links)
This study aims to investigate motives behind certain design choices of a player in an MMORPG game when creating their online avatar. The game used for the study is Final Fantasy XIV: A Realm Reborn (Square Enix, 2013). To achieve this, we have interviewed two Free Companys (group of people playing together) and asked them a set of questions to find out similarities and differences among casual to semi hardcore players. For example one thing we noticed when asked the question if they have created their character based on their own visual traits the interviewed denied any similarities at first but when they thought harder about it they agreed that subconsciously there were traits that were similar even if it just comes down to hair color. Playing as the opposite sex is also a common theme when creating your character.
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Mundos virtuais e externalidades midiáticas: as possibilidades de práticas do jornalismo nos jogos on-lineSoares, Nilson Valdevino 31 January 2009 (has links)
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Previous issue date: 2009 / Esta dissertação procura analisar o fenômeno dos mundos virtuais e das mídias que os
orbitam, às quais denomina externalidades midiáticas . Em um primeiro momento, o
trabalho visa estabelecer um horizonte teórico que torne possível a compreensão dos mundos
virtuais, acompanhando suas características, do surgimento ao presente. Faz-se um estudo de
como em torno desses jogos se forma uma cultura de relações que transcende o espaço
puramente de jogo e se entrelaça com a realidade da vida cotidiana dos jogadores,
condicionando o aparecimento das mais diversas formas midiáticas e da potencialização dos
acontecimentos do jogo como notícias. No segundo momento da dissertação, é feito um
estudo de caso de duas dessas externalidades, especificamente os jornais de mundos virtuais
The City Scoop e EVE TV, corpora escolhidos de acordo com a sua relevância e
representatividade das externalidades. O objetivo é, no caso, verificar de que se constitui a
estrutura desses veículos e qual público pretendem alcançar. Objetiva-se ainda, durante o
trabalho, perceber as possibilidades que estabelecem a criação de um novo tipo de jornalismo,
um jornalismo preocupado com a cobertura dos fatos dos mundos de jogo, um jornalismo nos
jogos, um jornalismo de mundos virtuais
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Vývoj MMORPG her v decentralizovaném prostředí / Development of MMORPG games in a decentralized environmentPolák, Marek January 2020 (has links)
This thesis examines methods which could be used for developing MMORPG games so that there is no single entity that could arbitrarily control game mechanics, virtual assets or other game aspects. The theoretical part systematically analyzes the usual aspects of MMORPG games, then the principles of decentralized cryptocurrencies are presented, and one of them, Ethereum, is analyzed in more detail. Based on this theoretical knowledge, methods are proposed on how to use Ethereum to implement the identified aspects of MMORPG games, and the restrictions which must be imposed on these aspects are recognized. The practical part then introduces a specific implementation of MMORPG game on Ethereum, which demonstrates the above methods. In conclusion, the chosen approach is compared to the games with a common client-server architecture, especially in terms of complexity and gaming costs. 1
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Avatar identification and its effects on MMORPG game playSutton, April G. 06 October 2015 (has links)
No description available.
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L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar / The intention of consumer to immerse himself in virtual worlds : the influence of the presence of social interactions, persistence and the avatar.Maumon de Longevialle, Nathalie 10 December 2013 (has links)
L’objet de cette recherche est d’étudier les antécédents de l’intention du consommateur de MMO/MMORPG en nous appuyant sur la définition de Bell (2008), qui propose un consensus quant à la définition des mondes virtuels. Par cette définition, tous les mondes virtuels possèdent trois concepts qui leur sont inhérents : la présence d’interactions sociales, la persistance et l’avatar. Nous avons adapté le modèle de l’acceptation technologique en représentant ces trois concepts par l’identité sociale pour laquelle nous distinguons la communauté du MMO et la communauté de la guilde, la perception du flow et l’avatar. Notre travail suit une démarche hypothético-déductive, qui s’est formalisée par l’élaboration d’une analyse qualitative et d’une analyse quantitative, en utilisant les équations structurelles.Les résultats ont montré que les facteurs motivationnels (Yee 2007) d’accomplissement et d’immersion influencent significativement et positivement la personnalisation des déterminants de l’avatar (le physique, l’habillement et les attitudes), a contrario du facteur de sociabilité qui l’influence négativement. Les trois concepts inhérents aux mondes virtuels ont une influence positive sur l’attitude qui, elle-même, influence positivement l’intention. Notre adaptation du modèle de l’acceptation technologique, en intégrant conjointement les trois concepts des MMO/MMORPG que sont l’identité sociale, la perception du flow et la personnalisation des critères de l’avatar, explique à 27,4 % l’intention du consommateur de mondes virtuels. / The object of this research is to study the antecedents of the consumer’s intention of MMO/MMORPG by supporting the definition of Bell (2008), which is offering a consensus on the definition of the virtual worlds. By this definition, all the virtual worlds have three concepts which are inherent to them: the presence of social interactions, persistence and avatar. We adapted the model of technological acceptance by representing these three concepts by social identity at which we distinguished the MMO community and the Guild community, perception of the flow and avatar. Our work follows a hypothetico-deductive method, which was formalized by the development of a qualitative and a quantitative analysis, using structural equations method. The results showed that the motivational factors (Yee 2007) of achievement and immersion influence significantly and positively the personalization of the determinants of the avatar (physique, clothing and attitudes), a contrario of the factor of sociability which influences it negatively. The three concepts which are inherent to virtual worlds have a positive influence on the attitude which, itself, influences positively the intention. Our adaptation of the model of technological acceptance, by jointly integrating the three concepts of the MMO/MMORPG which are social identity, perception of the flow and personalization of the criteria of the avatar, explains to 27,4% the consumer’s intention of virtual worlds.
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Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos / Welcome to Azeroth: economy ludic aspects in a fantastic worldCampedelli, Gabriela 05 May 2009 (has links)
Esse trabalho tem como finalidade a análise de aspectos econômicos e sociais do mundo sintético World of Warcraft, um Massively Multiplayer Online Role Playing Game (MMORPG). A escolha desse jogo se dá pela sua popularidade no mundo, contando com mais de 11 milhões de jogadores segundo dados divulgados pela Blizzard Entertainment, em outubro de 2008. A etnografia, que se desenvolveu online realizada por meio de dez personagens especialmente criados para integrar o jogo nas terras virtuais de Azeroth, observa os aspectos de desenvolvimento da comunidade de jogadores e dos mecanismos de governança da Blizzard, constitui uma introdução a jogos desse gênero, com o objetivo de ressaltar a dinâmica econômica que se estabelece nesse complexo universo digital. O jogar é uma fonte de valor e o lúdico tem a sua própria economia. / This work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy.
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Välbefinnande i spel : Unga mäns upplevelser av socialt välbefinnande i MMORPG spel / Well-Being in Games : Young mens experiences of social well- being in MMORPGsLiljegren, Oskar January 2015 (has links)
I ett samhälle där unga mäns välbefinnande utges vara utsatt för risk av deras engagemang i en virtuell värld önskar den här studien lyfta fram hur unga män själva upplever välbefinnande ur ett socialpsykologiskt perspektiv. Fem spelare fick i kvalitativa intervjuer framföra sina egna upplevelser ifrån sina erfarenheter av att spela MMORPG-spel. Med detaljrika teorier om subjektivt välbefinnande, socialt välbefinnande och teori angående gemenskap har studien en teoretisk grund som tillämpades i en transcendental analysmetod. Resultatet klargjorde att socialt välbefinnande och gemenskap existerar i spelet och kan uppnås av de unga manliga spelarna. Essensen kretsade kring socialt samspel mellan de andra spelarna i MMORPG-världen och upptäcktes genom de tre teman grupp, kommunikation och framgång/utveckling. Slutsatsen var att unga män kan uppnå socialt välbefinnande inom MMORPG-spel och att det här har allt att göra med det sociala samspelet mellan alla spelarna i spelet. / In a society where young men’s well-being is proclaimed to be at risk due to their involvement in a virtual world this study wants to shed light upon how young men themselves experience well-being from a social psychological perspective. Five players partook in qualitative interviews to express their own experiences from their time playing MMORPGs. With detailed theories of subjective well-being, social well-being and theory of fellowship, the study has a theoretical foundation applied in a transcendental analysis. The result made it clear that social well-being and fellowship exist in the MMORPGs and can be achieved by the young male players. The essence revolved around social interaction between the other players in the MMORPG world and was discovered through three themes related to their group, communication and success/development. The conclusion was that young men can achieve social well-being in MMORPGs and this was due to the social interaction between all the players within the game itself.
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Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos / Welcome to Azeroth: economy ludic aspects in a fantastic worldGabriela Campedelli 05 May 2009 (has links)
Esse trabalho tem como finalidade a análise de aspectos econômicos e sociais do mundo sintético World of Warcraft, um Massively Multiplayer Online Role Playing Game (MMORPG). A escolha desse jogo se dá pela sua popularidade no mundo, contando com mais de 11 milhões de jogadores segundo dados divulgados pela Blizzard Entertainment, em outubro de 2008. A etnografia, que se desenvolveu online realizada por meio de dez personagens especialmente criados para integrar o jogo nas terras virtuais de Azeroth, observa os aspectos de desenvolvimento da comunidade de jogadores e dos mecanismos de governança da Blizzard, constitui uma introdução a jogos desse gênero, com o objetivo de ressaltar a dinâmica econômica que se estabelece nesse complexo universo digital. O jogar é uma fonte de valor e o lúdico tem a sua própria economia. / This work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy.
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The Null Game: feature-specific player enjoyment in massively multiplayer online role playing gamesBouchard, Matthew Unknown Date
No description available.
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