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PAPER SESSION - lmc.gatech.educpearce3/DiGRA07/Proceedings/Contents.pdfIchia Lee, Chen-Yi Yu, & Holin Lin Leaving a Never-Ending Game:Quitting MMORPGs and Online Gaming Addiction・・・・・・・・・211

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Page 1: PAPER SESSION - lmc.gatech.educpearce3/DiGRA07/Proceedings/Contents.pdfIchia Lee, Chen-Yi Yu, & Holin Lin Leaving a Never-Ending Game:Quitting MMORPGs and Online Gaming Addiction・・・・・・・・・211

Table of Contents

●PAPER SESSION● SECTION I PLAYER FOCUS

PLAYER ENGAGEMENT Geoff King Dimensions of Play: Gameplay, context, franchise and genre in player responses to Command and Conquer: Generals・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・1 Dan Pinchbeck Counting barrels in Quake 4: affordances and homodiegetic structures in FPS worlds・・・・・・・・8 Paul Cheng Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・15 Sybille Lammes Approaching game-studies: towards a reflexive methodology of games as situated cultures・・・・・25 Yasmin B. Kafai, Deborah A. Fields, & Melissa S. Cook Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・31 Anders Tychsen, Doris McIlwain, Thea Brolund, & Michael Hitchens Player-Character Dynamics in Multi-Player Role Playing Games・・・・・・・・・・・・・・・・40 Anders Tychsen, Ken Newman, Thea Brolund, & Michael Hitchens Cross-format analysis of the gaming experience in multi-player role-playing games・・・・・・・・49 Douglas Brown Gaming DNA - On Narrative and Gameplay Gestalts・・・・・・・・・・・・・・・・・・・・58 Esther MacCallum-Stewart From Catch the Flag to Shock and Awe: how World of Warcraft Negotiates Battle.・・・・・・・・・66 Laura Vallius, Tony Manninen, & Tomi Kujanpää Interaction Manifestations at the Roots of Experiencing Multiplayer Computer Games・・・・・・・74 Gordon Calleja Revising Immersion: A Conceptual Model for the Analysis of Digital Game Involvement ・・・・・・83 Ryo Kato, Takashi Kawai, Hanae Ikeshita, Kenji Nihei, Tadashi Sato, Hitoshi Yamagata, Hirofumi Tashiro, & Takashi Yamazaki Ergonomic evaluation of portable videogame software・・・・・・・・・・・・・・・・・・・・91

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Peter Bayliss Notes Toward a Sense of Embodied Gameplay・・・・・・・・・・・・・・・・・・・・・・・96 Barbara Grüter & Miriam Oks Situated Play and Mobile Gaming・・・・・・・・・・・・・・・・・・・・・・・・・・・・103 Olli Leino Emotions about the Deniable/Undeniable: Sketch for a Classification of Game Content as Experienced ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・113 Jaakko Stenros, Markus Montola, Annika Waern, & Staffan Jonsson Play it For Real: Sustained Seamless Life/Game Merger in Momentum・・・・・・・・・・・・・121 Espen Aarseth I Fought the Law: Transgressive Play and The Implied Player・・・・・・・・・・・・・・・・130 Aki Järvinen Introducing Applied Ludology: Hands-on Methods for Game Studies・・・・・・・・・・・・・134 Michael Nitsche Mapping Time in Video Games・・・・・・・・・・・・・・・・・・・・・・・・・・・・145 Laura Hoeger & William Huber Ghastly multiplication: Fatal Frame II and the Videogame Uncanny・・・・・・・・・・・・・・152 Jana Rambusch, Peter Jakobsson, & Daniel Pargman Exploring E-sports: A Case Study of Gameplay in Counter-strike・・・・・・・・・・・・・・・157 SOCIOLOGICAL APPROACHES TO GAMES Bart Simon Human, all too non-Human: Coop AI and the Conversation of Action・・・・・・・・・・・・・・165 Nobuko Ihori, Akira Sakamoto, Akiko Shibuya, & Shintaro Yukawa Effect of Video Games on Children’s Aggressive Behavior and Pro-social Behavior: A Panel Study with Elementary School Students・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・170 Markus Montola Tangible Pleasures of Pervasive Role-Playing・・・・・・・・・・・・・・・・・・・・・・・178 Tom Tyler Play: A Procrustean Probe・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・186 Deborah A. Fields & Yasmin B. Kafai Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・194 Esther MacCallum-Stewart & Justin Parsler Controversies: Historicising the Computer Game・・・・・・・・・・・・・・・・・・・・・203

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Ichia Lee, Chen-Yi Yu, & Holin Lin Leaving a Never-Ending Game:Quitting MMORPGs and Online Gaming Addiction・・・・・・・・・211 Mike Molesworth Monsters and the Mall: Videogames and the Scopic Regimes of Shopping・・・・・・・・・・・・218 David Myers Self and selfishness in online social play・・・・・・・・・・・・・・・・・・・・・・・・・226 Bryan-Mitchell Young The Disappearance and Reappearance and Disappearance of the Player in Videogame Advertising・・235 Byungho Park Gambling is in My Genes: Correlations between Personality Traits with Biological Basis and Digital Entertainment Choice・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・243 Chia-Yuan Hung Video games in contexts: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City・・・・・・・・・・・・・・・・・・・・・・・・・248 CULTURAL ISSUE Markus Wiemker Cultures of Digital Gamers: Practices of Appropriation・・・・・・・・・・・・・・・・・・・254 Theodor G. Wyeld, Brett Leavy, Joti Carroll, Craig Gibbons, Brendan Ledwich, & James Hills The Ethics of Indigenous Storytelling: using the Torque Game Engine to Support Australian Aboriginal Cultural Heritage・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・261 Yasmin B. Kafai, Melissa S. Cook, & Deborah A. Fields “Blacks Deserve Bodies Too!” Design and Discussion about Diversity and Race in a Tween Online World・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・269 Philip Sharp Peep-boxes to Pixels: An Alternative History of Video Game Space・・・・・・・・・・・・・・・278 Thomas H. Apperley Piracy In Caribbean: The Political Stakes of Videogame Piracy in Chávez's Venezuela・・・・・・・286 Matthew Kam, Vijay Rudraraju, Anuj Tewari, & John Canny Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・292 GENDER AND GAMING Nicholas Taylor, Jennifer Jenson, & Suzanne de Castell Gender in Play: Mapping a Girls' Gaming Club・・・・・・・・・・・・・・・・・・・・・・・302

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Janine Fron, Tracy Fullerton, Jacquelyn Ford Morie, & Celia Pearce The Hegemony of Play・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・309

SOCIOLOGY AND ECONOMY OF MMOG COMMUNITY Julian Kücklich MMOGs and the Future of Literature・・・・・・・・・・・・・・・・・・・・・・・・・・319 Tomi Kujanpää, Tony Manninen, & Laura Vallius What’s My Game Character Worth - The Value Components of MMOG Characters・・・・・・・・327 Holin Lin & Chuen-Tsai Sun Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・335 Daniel Schultheiss Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・344 René Glas Playing another Game: Twinking in World of Warcraft・・・・・・・・・・・・・・・・・・・349 Magnus Boman & Stefan J. Johansson Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・357 PLAYER CO-PRODUCTION Andrew V. Moshirnia & Anthony C. Walker Reciprocal Innovation in Modding Communities as a means of Increasing Cultural Diversity and Historical Accuracy in Video Games・・・・・・・・・・・・・・・・・・・・・・・・・・362 Kylie A. Peppler & Yasmin B. Kafai What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・369 Hanna Wirman “I am not a fan, I just play a lot” - If Power Gamers Aren’t Fans, Who Are?・・・・・・・・・・・377 Mikael Jakobsson Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club・・・・386 Grethe Mitchell & Andrew Clarke Videogame Music: chiptunes byte back?・・・・・・・・・・・・・・・・・・・・・・・・・393

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SECTION II CONTENT FOCUS THEORY AND PRACTICE OF GAME DESIGN Daniel Kromand Avatar Categorization・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・400 Antti Kirjavainen, Tuula Nousiainen, & Marja Kankaanranta Team Structure in the Development of Game-based Learning Environments・・・・・・・・・・・407 Petri Lankoski & Staffan Björk Gameplay Design Patterns for Believable Non-Player Characters・・・・・・・・・・・・・・・416 Martin Pichlmair & Fares Kayali Levels of Sound: On the Principles of Interactivity in Music Video Games・・・・・・・・・・・・424 Stéphane Natkin, Chen Yan, Sylvie Jumpertz, & Bernard Marquet Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user's model・431 Staffan Björk & Johan Peitz Understanding Pervasive Games through Gameplay Design Patterns・・・・・・・・・・・・・・440 Philippe Lemay Developing a pattern language for flow experiences in video games・・・・・・・・・・・・・・・449 Olli Sotamaa Perceptions of Player in Game Design Literature・・・・・・・・・・・・・・・・・・・・・・456 Gabriele Ferri Narrating machines and interactive matrices: a semiotic common ground for game studies・・・・・466 Mark Grimshaw & Gareth Schott Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters・・・・・・・474 Penny Drennan, Dominique A. Keeffe, Rebekah Russell-Bennett, & Judy C. Drennan Designing a Game to Model Consumer Misbehavior・・・・・・・・・・・・・・・・・・・・482 Steffen P. Walz & Rafael “Tico” Ballagas Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・489 Akito Inoue & Seido Ushijima Around Sigeru Miyamoto: Enactment of "Creator" on Computer Games・・・・・・・・・・・・498 Calvin Ashmore & Michael Nitsche The Quest in a Generated World・・・・・・・・・・・・・・・・・・・・・・・・・・・・・503 Jesper Juul A Certain Level of Abstraction・・・・・・・・・・・・・・・・・・・・・・・・・・・・・510 Jose P. Zagal & Michael Mateas Temporal Frames: A Unifying Framework for the Analysis of Game Temporality・・・・・・・・・516

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Jayfus Doswell & Kathleen Harmeyer Extending the ‘Serious Game’ Boundary: Virtual Instructors in Mobile Mixed Reality Learning Games ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・524 Noah H. Keating The Lambent Reactive: Exploring the Audiovisual Kinesthetic Playform・・・・・・・・・・・・530 GAME GRAPHICS Georgia Leigh McGregor Situation of Play: Patterns of Spatial Use in Video Games・・・・・・・・・・・・・・・・・・537 Edward Schneider, Yifan Wang & Shanshan Yang Exploring the Uncanny Valley with Japanese Video Game Characters・・・・・・・・・・・・・546 Andrew Dekker & Erik Champion Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・550

SECTION III LEARNING AND EDUCATION FOCUS SERIOUS GAMES Birgitte Holm Sørensen & Bente Meyer Serious Games in language learning and teaching - a theoretical perspective・・・・・・・・・・・559 Anders Frank Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・567 LEARNING AND GAMES Jose P. Zagal & Amy S. Bruckman From Gamers to Scholars: Challenges of Teaching Game Studies・・・・・・・・・・・・・・・・575 Kathy Sanford & Leanna Madill Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・583 Suzanne de Castell, Jennifer Jenson, & Nicholas Taylor Digital Games for Education: When Meanings Play・・・・・・・・・・・・・・・・・・・・・590 Jonas Linderoth & Ulrika Bennerstedt This is not a Door: an Ecological approach to Computer Games・・・・・・・・・・・・・・・・600 Rikke Magnussen Teacher roles in learning games - When games become situated in schools・・・・・・・・・・・610

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Yumi Matsuo, Sachi Tajima, Seiko Nohara, & Akira Sakamoto Video Games and the Training of Sociality:A Survey of Video Game Players・・・・・・・・・・616 Taichi Kato, Junkichi Sugiura, Makoto Iida, & Chuichi Arakawa A Typology of Speeches within Board Game Players for Analyzing the Process of Games・・・・・・624

SECTION IV BUSINESS FOCUS GAME INDUSTRY & BUSINESS MODELS Sven Joeckel The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market・・・・・・・・・・・・・・・・・・・・・・・・・・・・・629 Patrik Ström & Mirko Ernkvist The unbound network of product and service interaction of the MMOG industry: with a case study of China・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・639 Gyuhwan Oh & Taiyoung Ryu Game Design on Item-selling Based Payment Model in Korean Online Games・・・・・・・・・・650 Tiago Reis Alves & Licínio Roque Because Players Pay: The Business Model Influence on MMOG Design・・・・・・・・・・・・・658 Mikolaj Dymek Exporting Wars: Literature Theory and How It Explains the Video Game Industry・・・・・・・・664 Miho Nojima Pricing models and Motivations for MMO play・・・・・・・・・・・・・・・・・・・・・・672 SOCIOLOGY OF GAME PRODUCTION Alex Wade The State of the Art: Western Modes of Videogame Production・・・・・・・・・・・・・・・・682 Yuhsuke Koyama Survey of the adjourned sale rate of the Japanese home video game industry・・・・・・・・・・・692 Simon Niedenthal Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests・・・・・・・・・・・697

SECTION V INTERDISCIPLINARY Cindy Poremba Play with me: Exploring the autobiographical through digital games・・・・・・・・・・・・・・703

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Will Jordan From Rule-Breaking to ROM-Hacking: Theorizing the Computer Game-as-Commodity・・・・・・708 Johanna Bragge & Jan Storgårds Profiling Academic Research on Digital Games Using Text Mining Tools・・・・・・・・・・・・714 Tarja Susi & Jana Rambusch Situated Play - Just a Temporary Blip?・・・・・・・・・・・・・・・・・・・・・・・・・・730 Mia Consalvo Visiting the Floating World: Tracing a Cultural History of Games Through Japan and America・・・・736 Jeffrey Bardzell, Markus Jakobsson, Shaowen Bardzell, Tyler Pace, Will Odom, & Aaron Houssian Virtual Worlds and Fraud: Approaching Cybersecurity in Massively Multiplayer Online Games・・・742 Mary Flanagan, Jonathan Belman, Helen Nissenbaum, & Jim Diamond A Method For Discovering Values in Digital Games・・・・・・・・・・・・・・・・・・・・・752 Ren Reynolds MMOs as Practices・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・761 Hanna Sommerseth “Gamic Realism”: Player, Perception and Action in Video Game Play・・・・・・・・・・・・・・765

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●PANEL SESSION●

Social Critique Gets Real: From Games for Change to Change in Games Jennifer Jenson & Suzanne de Castell Girls and Gaming: Gender Research, “Progress” and the Death of Interpretation・・・・・・・・・・769 Cindy Poremba Critical Potential on the Brink of the Magic Circle・・・・・・・・・・・・・・・・・・・・・772 Lori M. Shyba The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games・・・779 Playing Place: Gaming in the Asia-Pacific Dean Chan The Cultural Economy of Ludic Superflatness・・・・・・・・・・・・・・・・・・・・・・・783 Larissa Hjorth The place of mobile gaming: one history in locating mobility in the Asia-Pacific region・・・・・・・789 Robert MacBride THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play?・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・796 Designing Games to Effect Social Change: Perspectives from Designers, Thinkers, and Activists in the Field Chris Swain Designing Games to Effect Social Change・・・・・・・・・・・・・・・・・・・・・・・・805 Approaches to Player Experience Research Frans Mäyrä The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play・・・・810 Robert Appelman Experiential Modes of Game Play・・・・・・・・・・・・・・・・・・・・・・・・・・・・815 Yvonne A. W. de Kort, Wijnand A. IJsselsteijn, & Brian J. Gajadhar People, Places, and Play: A research framework for digital game experience in a socio-spatial context ・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・823 Jonathan Frome Eight Ways Videogames Generate Emotion・・・・・・・・・・・・・・・・・・・・・・・・831