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1

Monjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.

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Extensive computer use is creating a society where its citizens are communicating outside the norm of real life. These diversions from real life communication behavior have been named the Online Disinhibition Effect (ODE). The effect is a psychological model that is structured with different types of elements which can be triggered by different communication mediums. There are two sides of the effect; a benign, where compassion and a reveal of emotions are more likely, and a toxic, where anger, frustration and threats are in focus. In the online video game industry, ODE is active, but as the medium is different than regular internet use the effects are different as well. This paper looks at how online video games are affected by ODE. By using the most current disinhibition model made by Suler and looking at modern cyberpsychology in online games, this paper found eight features that have the possibility to decrease disinhibition amongst users. This paper concludes with a warning that games are becoming more immersive and without the proper authority features, games will increase their disinhibition effect amongst its users.
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2

Hess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.

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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p < .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p < .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
Ph.D.
Other
Education
Education PhD
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3

Westerlund, Anton. "Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental design." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105928.

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The focus of this thesis is to investigate whether adding video communication inonline multiplayer video games will affect the game experience. The work uses usercentered design and a combination of qualitative and quantitative methods. Literaturereview, pre-study questionnaire and semi-structured interviews are used to create aprototype of a video chat overlay that can be used in games. The prototype is thenused in a quasi-experiment to test if adding a video chat will result in better gameexperience. Participants in the experiment play the same online multiplayer videogame without and with video chat overlay and fill out a game experiencequestionnaire after each condition. The GEQ scores after the two conditions arecompared using a Wilcoxon Signed-Rank Test. Results showed that adding videochat did not improve the game experience significantly. If a video chat would becreated for use in video games, it is important to keep it simple and easy to use.Regarding the effect of video chat on game experience, with the prototype designedfor this work, the null hypothesis could not be rejected since there was no significantdifference in the game experience.
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McLean, David Parsons. "It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.

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Video games have been criticized for the amount of violence present in them and how this violence could affect aggression and anti-social behavior. Much of the literature on video games effects has focused primarily on the content of video games, but recent studies show that competition in video games could be a major influence on aggression. While competing against other players has been shown to increase aggression, there is less research on whether the mere presence of a competitive environment can influence aggression. The existing research has also primarily been performed using surveys and lab experiments. While these two approaches are very useful, they lack the ecological validity of methods like field experiments. This study examined how competitiveness, teamwork, and co-operation affect anti-social behavior in video games. A 2 (competition: high vs low) x 2 (cooperation: vs no cooperation) x 2 (team: teammates vs opponents) online field experiment on hostile speech was performed. In this study, it was found that players experience more hostile language from their teammates than they do opponents. However, neither the level of competition nor cooperation had an effect on hostile language. There was a significant interaction between player team and cooperation, with teammates being less hostile in the cooperation condition and enemies being more hostile in the cooperation condition. Implications for hostility in online video games and group dynamics within online games are discussed.
Master of Arts
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5

Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.

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6

Vonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.

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7

Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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Kubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.

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9

Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game's expectations to assume a limited sense of agency within the world. The interaction between role-players and the locations they occupy within these worlds is a notable marker of this narrative layering; specific locations inform social codes of conduct, designed by developers, and then repurposed by players for their characters and stories. Through a qualitative case study in World of Warcraft on public role-playing events, this thesis considers how the design of in-game locations inform their use for role-playing, and how locations are altered through storytelling as a result.
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Bullock, Katherine Mary. "The Reproduction of Hypermasculinity, Misogyny and Rape Culture in Online Video Game Interactions." Thesis, North Dakota State University, 2017. https://hdl.handle.net/10365/28667.

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Playing video games is a popular past time for many, and the introduction of online gaming allows people of various backgrounds to interact with one another. Yet, it is clear in the wake of incidences such as Gamergate which saw threats directed towards women, that gaming is still considered a male space that is hostile towards women. Through content analysis of online spaces, this research sought to understand how violence towards femininity manifests in gaming. Through Louis Althusser?s (1972) concept of Ideological State Apparatuses (ISAs) I explore how hypermasculine and misogynistic ideologies are reproduced in online gaming culture. It was found that violence towards women, hypermasculinity, and misogyny were perpetuated through the expression of dominant ideologies that place men above women. That being said, there were a significant number of people who spoke out against these ideologies thus working to dismantle the dominant attitudes that contribute to violence towards women.
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Brenner-Levoy, Jeremy. "Virtually Masculine: Queer Men's Experiences with Harassment in Online Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1571061741106006.

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Tang, Wai Yen. "An Examination of Specific Situation and Person Factors in Online Video Game Sexual Harassment." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1452271099.

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Higgins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.

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14

Moody, Kyle Andrew. "Modders : changing the game through user-generated content and online communities." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4701.

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The influx of new digital media technologies and platforms have made it possible for consumers of media products to more easily create and distribute their own works, which breaks away from the traditional production of culture of media by established, professional creators. Consequently, there has been a rise in the immaterial labor of digital media creators, as well as a formation of online communities of disparately connected users through commonly held interests. Within the medium of video games, this convergence between user and producer of content, the tension between control and innovation of media content and form, online communities and immaterial labor is most clearly seen in the practice of modding, here defined as using legally authorized software to modify video game content. Modding for computer games has been occurring since the early 1990s, and has grown considerably due to the expansion of the internet's capabilities for connecting people and distributing large bands of data. In 2012, Skyrim developers Bethesda Softworks released a free software development tool called the Creation Kit. The Creation Kit allowed computer users to modify the game content, at which point the user could publically release their mods through the authorized Steam Workshop Channel. The Creation Kit was distributed via Steam, an electronic digital games store operated by Valve Corporation, Inc. Because Bethesda required users to play Skyrim through Steam, the Steam Workshop Channel was intended to be the primary distribution and gathering location of the modding community for Skyrim. However, most existing modders already had many previously established third-party modding databases and websites for distribution, which meant that the Steam Workshop Channel was a new and forced entry into the modding community. Using a combination of ethnographic methods (participant observation and interviews) and textual analysis of message board data, and in research gathered between September 2013 and January 2014, this dissertation explores the community dynamics of the modders on the Steam Workshop Channel for Skyrim to help locate the identity politics of the community, as well as navigating the tension between innovation and control within the community. It also explores how a digital media producer attempts to control a space of fan-made production, and what that means for the existing community. I participated and observed conversations on modding community dynamics in specific forums on the Steam Community Workshop for Skyrim. There, I gathered textual data from a diverse sample of conversations located on discussion boards and a diverse set of mods ranging in user-defined ratings (high-rated to low-rated) to highlight the conversational dynamics and implicit and explicit structuring of the community. I gathered materials from over 403 relevant conversation threads on the Steam Community Workshop for Skyrim. I also conducted telephone, web and email interviews with a purposive sample group of 15 modders based on their ranking in the community in order to gather their personal motivations for participating in the group and perceptions of norms, rituals and values in the group. Results indicate that modding communities are hierarchized by historically locating the user within the practice, as well as through extensive technical knowledge and frequency of communication. Heavy users and mod creators separate themselves from "non-modders" or mod users through these practices, defining their identities through discourse and the values of creation. The Steam Workshop Channel was a collision between mod creators and non-modder users, sometimes with clashing ideologies that dissuaded heavier users from fully embracing the Steam Workshop. This study illustrates how Bethesda and Valve were perceived by existing modders, and suggests that companies need to pay attention to how historically located communities of users respond to the actions, policies, membership, and moderation of professional media consumers.
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McLaughlin, Jami Leighann. "Cyborgs, Cyberspace and Reality: An In-Depth Look at World of Warcraft and What it Means for "Community"." Thesis, Boston College, 2013.

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Thesis advisor: Michael Malec
The purpose of my research is to bring an academic understanding to the phenomenon of online gaming communities, the sociological effect of technology looking at online communities. Using World of Warcraft (Blizzard Entertainment, 2001) as an online medium, I analyzed the online experience on its own terms and discovered the culture that exists in this virtual world and the community that has developed around and inside of what some would call an "alternate reality". I wanted to bring more awareness to the sociological community as to the extent of this massive video gaming population. There is a depth and complexity of these online relationships that need a voice within the sociological field, especially with regards to the need for involvement in community developing technologies, at the level of video game entertainment, as well as the idea of embodiment that this reality comes to represent to the user. My research explains how online communities are interacting within mediums using World of Warcraft as an example. The research identifies, some of these users, their individual and collective experiences, and shows that this is an embodied experience through an in-depth analysis of different aspects of the game. Despite the outdated persona of an anti-social socially awkward "geek" that is connected to people that play World of Warcraft, these players represent a part of a larger cultural shift that society is making from traditional communities that do not use electronic mediums to stay connected to those that utilize the online realm as a social vehicle
Thesis (MA) — Boston College, 2013
Submitted to: Boston College. Graduate School of Arts and Sciences
Discipline: Sociology
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16

Tran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
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Humienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.

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Bilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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MacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.

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Zackariasson, Peter. "World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game." Doctoral thesis, Umeå : Umeå School of Business, Umeå University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1134.

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Rogers-Ostema, Patrick J. "Building and using a model of insurgent behavior to avoid IEDS in an online video game." Thesis, Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4112.

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Kowert, Rachel V. "Gaming in a social world : examining the relationship between social competence and online video game involvement." Thesis, University of York, 2013. http://etheses.whiterose.ac.uk/5284/.

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The proliferation of affordable and accessible Internet connectivity has changed the way video games are played by allowing individuals to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact with, and learn from each other. However, there is a growing concern that these social environments also have the potential to displace real-world connections and interactions, contributing to a variety of losses in ‘offline’ sociability (Chiu, Lee, & Huang, 2004; Cole & Griffiths, 2007; Kim, Namkoong, Ku, & Kim, 2008; Peters & Malesky, 2008; Shen & Williams, 2010). While the association between online video game play and social incompetence remains widespread, so much so that it has evolved into a core component of the cultural perceptions of those who participate within online games (Kowert, Griffiths, & Oldmeadow, 2012; Kowert & Oldmeadow, 2012), empirical evidence illustrating this relationship has been conflicting and the potential mechanisms underlying these associations remain unclear. The work contained within this thesis aims to clarify the veracity of previously drawn conclusions, and evaluate social differences amongst adult video game players to uncover if, and how, online video game involvement supports, or undermines, the development and maintenance of traditional social skills. To this end, three, large-scale survey studies were conducted. While the results indicated that more involved online players display some variation in social outcomes as compared to other game playing groups, a general lack of unique or magnified relationships between Involvement and social outcomes within online players largely discredits the contention that increased online video game involvement inevitably coincides with severe social consequences. However, the emergence of inverse, linear relationships between video game involvement, the importance and likelihood of achieving offline social goals, and social expressivity, and a positive linear relationship with emotional sensitivity, both off- and online, does suggest that video game play may be a socially displacing activity and that users of this medium could be experiencing some social changes due to use. Taken together, it can be concluded that there are consistent links between video game involvement and social skills, which are likely attributable to social displacement effects. However, these relationships are not unique to, or substantially magnified within, online communities.
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Diaz, Leanna Marie. "Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048.

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Rios, Pino Luis Felipe. "Players Attitudes Towards In-Game Advertising." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655075.

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Los usuarios están protestando activamente contra los anuncios digitales invasivos descargando software de bloqueo de anuncios. Los desarrolladores de juegos recientes introducen publicidad dinámica e interactiva en mundos virtuales. En este contexto, videojuegos como el NBA2K18, lanzaron diferentes plataformas como vallas publicitarias y otros medios publicitarios dentro del juego. Este estudio tiene como objetivo analizar cómo es la experiencia del usuario en NBA2K18 con respecto a la participación de las marcas en él. Se posiciona en el paradigma interpretativo y se realizaron entrevistas semiestructuradas. Los participantes fueron 15 jugadores NBA2K18, considerados "Hard Core Players" cuyas edades oscilaron entre los 18 y los 25 años. Se estudiará MyCareer, un modo de juego en NBA 2K18. Los resultados muestran que todos los participantes estuvieron de acuerdo en que las marcas son necesarias en este juego, ya que ayudan a los jugadores a cumplir con todas sus fantasías. Las percepciones de los jóvenes giraban en torno a cómo las marcas les ayudaban a perseguir sus sueños. Las marcas en NBA2K18, no sometieron la experiencia del juego a sus objetivos; más bien, lo mejoran, para que los jugadores lo sientan mucho más cercano a la vida real.
Users are actively protesting against invasive digital ads by downloading adblocking software. Recent games developers introduce dynamic and interactive advertising into virtual worlds. In this context, video games like NBA2K18 launched different platforms like billboards and other advertising media within the game. This study aims to analyze how the user’s experience in NBA2K18 is regarding the participation of brands in it. It is positioned in the interpretive paradigm and semi-structured interviews were conducted. The participants were 15 NBA2K18 players, considered "hard-core players" whose ages ranged from 18 to 25. MyCareer, a game mode in NBA 2K18 will be studied. Findings show all participants agreed that brands are necessary in this game because help the players fulfilled every fantasy requirement. Young people's perceptions revolved around how the brands help them pursuing their dreams. Brands in NBA2K18, do not undergo the experience of the game; rather, they enhance it, so that players feel it much more like real life.
Tesis
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Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

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Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.
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Mullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.

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Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.

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In recent years, microtransactions have become a norm for monetization and a standardbusiness model in free-to-play games. This is something that affects multiple individuals andhas caused quite a stir among players. Through this research, we want to gain anunderstanding of why some microtransaction types might be considered more acceptable thanothers. In addition, to gaining potential data that could possibly give us a look into the futureof the design of microtransactions. We have gathered our data by conducting online chatbased semi-structured interviews with current and former university students studying gamedesign at Uppsala University.The research found that game design students have a predominantly negative opinion aboutmost microtransactions, especially when they were affecting the gameplay, contrary to whenthey were not.
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Kryszak, Elizabeth M. "Assessing the Effects of Observing Non-Performance-Based Aggression during Online Violent Video Game Play on Aggressive Behavior." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1382984679.

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Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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Majek, Dee. "Webtelevision, Webseries and Webcasting : Case studies in the organization and distribution of televisionstyle content produced online." Thesis, Stockholms universitet, Institutionen för mediestudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-80172.

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This thesis outlines the structure and functionality of a selection of webseries, webshows, and eSports casting examples, in order to add to the discourse on online video. Webtelevision, or Web TV production, distribution, and financing systems will be detailed in the case studies made; and industry actors such as entrepreneurs, independents, corporations and conglomerates will be discussed and identified. Who are the producers, the advertisers, the distribution platforms, the sponsors, the rights holders, and how do they interact? In exploring the structure of some examples of Web TV, I wish to debunk the online-amateur association as an inaccurate or insufficient description which permeates much prior academic study on online video. Webshow content, business strategies, legal and copyright issues, as well as fan culture aspects will also be investigated; and in regards to eSports, the question of televised as opposed to streamcast tournaments will be examined.
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Marroquin, Ferreyra Flavio Xavier, García Pablo Enrique López, Rodriguez Renato Andres Piñheiro, and Ribeyro Jean Pierre Valera. "Portal gamer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656966.

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En un mundo tan globalizado, el uso de las aplicaciones en el mundo actual es muy constante puesto que es un uso que se hace el día a día mediante los celulares, laptops, computadores, televisores y se volvió indispensable para nuestras vidas. El mundo de los juegos está en auge en los últimos años, con un crecimiento exponencial, ello se ve repercutido en las plataformas digitales como YouTube, Twitch y Mixer con cientos de miles de reproducciones y seguidores. En el Perú actualmente el mundo de la industria de videojuegos, siendo uno de los referentes en Dota 2, pero identificamos una escasez de potencial en otros juegos como FIFA, Call of Duty, Fortnite, entre otros. Por ello decidimos realizar una plataforma E-learning para impulsar las habilidades de los usuarios en los distintos juegos de E-sports, ayudarlos mediante las enseñanzas con profesores referente en la industria con habilidades únicas para los videojuegos que puedan traspasar sus conocimientos a los alumnos.
In such a globalized world, the use of applications in today's world is very constant since it is a use that is made every day through cell phones, laptops, computers, televisions and it has become essential for our lives. The world of games has been booming in recent years, with exponential growth, this is affected by digital platforms such as YouTube, Twitch and Mixer with hundreds of thousands of reproductions and followers. In Peru currently the world of the video game industry, being one of the benchmarks in Dota 2, but we identified a shortage of potential in other games such as FIFA, Call of Duty, War Zone, among others. For this reason, we decided to create an E-learning platform to boost the skills of users in the different E-sports games, help them through teaching with leading teachers in the industry with unique skills for video games that can pass on their knowledge to students.
Trabajo de investigación
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33

Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies. Most of the current research has surrounded ways in which players cheat and their reasoning for doing so. This is only half of the equation however, what happens after a gamer is caught cheating? What are the repercussions for being caught cheating and how does being caught influence future decisions to cheat? By putting gamers in a situation where they are caught cheating, three different responses were revealed: those who are determined to cheat no matter what, those who scale back their cheating in the hopes of remaining undetected, and those who stopped cheating altogether.
Master of Science
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34

Fletgen, Mélissa. "Les interactions sociales au sein des jeux de rôle en ligne massivement multijoueur." Thesis, Paris, EHESS, 2019. http://www.theses.fr/2019EHES0137.

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L'enjeu de cette thèse est d'aborder les divers types d'interactions sociales qui se créent entre les joueurs de jeux vidéo en ligne massivement multijoueur. La démarche choisie vise à tenter de mieux comprendre ce type d'univers virtuel dans lequel s'inscrivent ces échanges, et bien entendu de les étudier de manière approfondie en ne négligeant pas les questions de genre. Ce travail de recherche s'articule autour de plusieurs thèmes tels que la socialisation, l'identité ou encore l'apprentissage. De la découverte du jeu et de la rencontre de l'autre jusqu'aux échanges privilégiés avec les autres membres de la communauté à laquelle le joueur se rattache, cette thèse propose au lecteur un voyage au sein de Star Wars The Old Republic ayant pour objectif d'appréhender les particularités de certains échanges qui s'y opèrent mais surtout de mettre en évidence l'importance de ce type de jeux vidéo comme espace majeur de sociabilité
This thesis aims to discuss the multiple social interactions that are created between people playing MMORPGs. The chosen process is to try and better understand the kind of virtual universe where theses exchanges take place, and of course to study them in-depth, without neglecting gender questions. This research is constructed around several themes, such as socialization, identity and learning. From discovering the game, and meeting others, to the priviledged exchanges among fellow members of a community, this thesis takes the reader to a trip into Star Wars The Old Republic with a purpose : understand the specificities of the exchanges between players, and especially underline the importance of video game as social space
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Blackburn, Jeremy. "An Analysis of (Bad) Behavior in Online Video Games." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5412.

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This dissertation studies bad behavior at large-scale using data traces from online video games. Video games provide a natural laboratory for exploring bad behavior due to their popularity, explicitly defined (programmed) rules, and a competitive nature that provides motivation for bad behavior. More specifically, we look at two forms of bad behavior: cheating and toxic behavior. Cheating is most simply defined as breaking the rules of the game to give one player an edge over another. In video games, cheating is most often accomplished using programs, or "hacks," that circumvent the rules implemented by game code. Cheating is a threat to the gaming industry in that it diminishes the enjoyment of fair players, siphons off money that is paid to cheat creators, and requires investment in anti-cheat technologies. Toxic behavior is a more nebulously defined term, but can be thought of as actions that violate social norms, especially those that harm other members of the society. Toxic behavior ranges from insults or harassment of players (which has clear parallels to the real world) to domain specific instances such as repeatedly "suiciding"" to help an enemy team. While toxic behavior has clear parallels to bad behavior in other online domains, e.g., cyberbullying, if gone unchecked it has the potential to "kill" a game by driving away its players. We first present a distributed architecture and reference implementation for the collection and analysis of large-scale social data. Using this implementation we then study the social structure of over 10 million gamers collected from a planetary scale Online Social Network, about 720 thousand of whom have been labeled cheaters, finding a significant correlation between social structure and the probability of partaking in cheating behavior. We additionally collect over half a billion daily observations of the cheating status of these gamers. Using about 10 months of detailed server logs from a community owned and operated game server we next analyze how relationships in the aforementioned online social network are backed by in-game interactions. Next, we use the insights gained and find evidence for a contagion process underlying the spread of cheating behavior and perform a data driven simulation using mathematical models for contagion. Finally, we build a model using millions of crowdsourced decisions for predicting toxic behavior in online games. To the best of our knowledge, this dissertation presents the largest study of bad behavior to date. Our findings confirm theories about cheating and unethical behavior that have previously remained untested outside of controlled laboratory experiments or only with small, survey based studies. We find that the intensity of interactions between players is a predictor of a future relationship forming. We provide statistically significant evidence for cheating as a contagion. Finally, we extract insights from our model for detecting toxic behavior on how human reviewers perceive the presence and severity of bad behavior.
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36

Chambers, Christopher. "Addressing Cheating and Workload Characterization in Online Games." PDXScholar, 2006. https://pdxscholar.library.pdx.edu/open_access_etds/2669.

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The Internet has enabled the popular pastime of playing video games to grow rapidly by connecting game players in disparate locations. However, with popularity have come the two challenges of hosting a large number of users and detecting cheating among users. For reasons of control, security, and ease of development, the most popular system for hosting on-line games is the client server architecture. This is also the most expensive and least scalable architecture for the game publisher, which drives hosting costs upwards with the success of the game. In addition to the expense of hosting, as a particular game grows more competitive and popular, the incentive to cheat for that game grows as well. All popular online games suffer from cheats in one form or another, and this cheating adversely affects game popularity and growth. In this dissertation we follow a hypothetical game company (GameCorp) as it surmounts challenges involved in running an on-line game. We develop a characterization of gamer habits and game workloads from data sampled over a period of years, and show the benefits and drawbacks of multiplexing online applications together in a single large server farm. We develop and evaluate a geographic redirection service for the public server architecture to match clients with servers. We show how the public server game architecture can be used to scalably host large persistent games such as massively multiplayer (MMO) games that previously used the client server architecture. Finally we develop a taxonomy for client cheating in on-line games to focus research efforts, and specifically treat one of the categories in detail: information exposure in peer-to-peer games. The thesis of this dissertation is: a methodology for accurate usage modeling of server resources can improve workload management; public-server resources can be leveraged in new ways to serve multiplayer on-line games; and that information exposure in peer-to-peer on-line games is preventable or detectable with the adoption of cryptographic protocols.
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Setterstrom, Andrew John. "Social Influence and Willingness to Pay for Online Video Games." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/dissertations/319.

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Business models integrating the internet into their value propositions have demonstrated varying levels of viability. In particular, firms offering information-based products via the internet commonly are unable to generate sufficient revenue and, consequently, experience financial losses. Researchers continue to examine factors which motivate individuals' willingness-to-pay for online content. One factor from the marketing literature which has been argued to affect consumer behavior is social influence. The purpose of this research is to investigate the effect of the three levels of social influence, micro-, meso-, and macro-, on both willingness-to-pay for online content and each other. This is accomplished by examining social influence in the context of online gaming, which has proven to be one of the most successful industries in integrating the internet as a delivery channel for information-based goods. Our results suggested that all levels of social influence play a considerable role in the product valuation process. While micro-level influences, such as attitude, arguably serve as the best predictors of WTP, we found that macro-level social influence, in the form of reputation, played the greatest role in affecting the formation of individual attitudes and behaviors. This was due not only to its direct effect on WTP, but also a consequence of several significant indirect effects. Our hypothesis that an interaction effect occurs between social influences such that their effect on WTP would be "greater than the sum of their parts" was not supported. Nonetheless, our study demonstrates social influence's ability to affect an individual is not a straight forward process. Only examining the relationships between constructs occurring at different levels of social structure does the magnitude of interaction which occurs between them becomes apparent.
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Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.

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Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual assets with their verifiable scarcity. Trade of these in-game virtual assets have always been a goal for online multiplayer gaming companies, but there was none enough trust-able infrastructure available which can be relied on. Blockchain just solved that problem. It provided a platform for these asset’s secure and transparent transaction between players. Topic for our research not only consider the security challenges in online games but specifi- cally blockchain based online multiplayer games. This adaptation is still new and there is need of consideration of new security challenges. In this dissertation we try to bring out some important challenges related to security of blockchain based online multiplayer video games. There are currently no studies around security concerns and challenges of the integration of the online multiplayer video games in the emerging blockchain systems. In order to fill in the gap, this dissertation discusses and identifies two main security concerning questions related to this domain. Also this dissertation provides basic steps for expanding future research and application in this joint domain.
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Colman, Jason Edward. "Multi-player online video games for cognitive rehabilitation for the brain injured." Thesis, University of Portsmouth, 2016. https://researchportal.port.ac.uk/portal/en/theses/multiplayer-online-video-games-for-cognitive-rehabilitation-for-the-brain-injured(2fcaa6fa-b7e6-406c-b720-7724681ee2d9).html.

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Every year, millions of people suffer a stroke, and millions more sustain a traumatic brain injury. This thesis proposes that playing multi-player online video games could provide a form of therapy for brain-injured people. The original contribution to knowledge comprises a conceptual framework for this claim, the design of a game to be used as a research instrument, and the findings of pilot studies, conducted with brain-injured participants. An initial literature review led to the formation of the core proposal. In order to conduct experimental research with brain-injured participants, ethical approval was sought and obtained from the Faculty of Technology Ethics Committee at the University of Portsmouth. The first phase of the study concentrated on the iterative development of a prototype online multi-player game, which encouraged cooperative, altruistic interaction. This research instrument included integrated cognitive tests. The second phase of the research was to conduct pilot studies with brain-injured participants. The aim of these studies was to refine the experimental method and the software design, and to gather results to determine whether a larger research project would be warranted. The first experiment was conducted over four weeks in 2013. Results from the cognitive tests did not show any improvement due to playing the video game, but methodological issues were discovered, and were used to refine the experimental protocol and software. The second experiment was conducted over eight weeks in 2014. New tests integrated with the game software measured loneliness and satisfaction with life. These results showed promise for online multi-player games to have the potential to provide emotional and cognitive therapeutic benefit. It is argued that further research in this area is warranted, and recommendations are provided for such work.
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Vidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.

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The aim of this essay is to distinguish whether the activity of playing video and online computer games as a leisure activity could be considered to be a learning situation. With the focus on vocabulary, this study investigates the possibility that gamers could improve their language proficiency while playing video and online computer games. The methodology is based on qualitative observations (Patel & Davidson 2011) and on interviews with seven players of five different games. The observations mainly considered the vocabulary used in the games and how the players used the English language while playing. The interviews are constructed with the methodology mentioned by Kylén (2004). The interview questions aimed to answer if the players had been noticing an improvement of their vocabulary. The data are mainly acquired from the observations and interviews. The background sections build on studies relating to computer-based language learning and on the previous research on ELF, primarily from Barbara Seidlhofer (2011). Even though the data acquired from the observations and interviews are limited, it is apparent that video and online computer games have a noticeable impact on language development, regarding vocabulary. The main conclusion of this study is that the games do not influence the players’ language proficiency as considerably as the engaging in the functions in conjunction with the games.
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Cummings, Kelsey. "Gameplay Mechanics, Ideology, and Identity in Mobile and Online Girl Games." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19270.

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This thesis analyzes the ideological functions of gameplay mechanics in five mobile and online girl games. The subjects of close reading in this study are Tampon Run, Wonder City, Barbie Fashionistas, Style Studio, and Central Park Wedding Prep. First, a review of the literature is presented. Video game studies and ludology, identity in game studies, and performativity and game studies are examined as the central areas of literature from which the thesis draws. The thesis then explores the historical context of the problem, investigating politics and ideology in gaming spaces and considering the activist and educational games Tampon Run and Wonder City. Finally, the thesis analyzes three traditional girl games: Barbie Fashionistas, Style Studio, and Central Park Wedding Prep. This study argues that activist games rely on limiting mechanics to convey feminist ideologies, while traditional games rely on the perceived mechanics-based empowerment of their players to convey patriarchal ideologies.
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42

Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.

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Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Graham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.

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In this thesis an architecture, similar to subsumption architectures, is presented which uses low level behaviour modules, based on combinations of machine learning techniques, to create teams of autonomous agents cooperating via shared plans for interaction. The purpose of this is to perform effective single plan execution within multiple scenarios, using a modern team based first person shooter video game as the domain and visualiser. The main focus is showing that through basic machine learning mechanisms, applied in a multi-agent setting on sparse data, plans can be executed on game levels of varying size and shape without sacrificing team goals. It is also shown how different team members can perform locally sub-optimal operations which contribute to a globally better strategy by adding exploration data to the machine learning mechanisms. This contributes to the reinforcement learning problem of exploration versus exploitation, from a multi-agent perspective.
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44

Ponsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.

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45

Hughes, Chelsea M. "A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.

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Video games have become a new platform for social interaction. I review the sociality of video games and the relationship between virtual- and real-world behaviors. I review and address the pros and cons of methods of measuring social behavior. Finally, I present two studies drawn from internet populations. In Study 1 (N = 250), I develop a scale, The Sociality in Multiplayer Online Games Scale (SMOG), which measures the frequency of social gaming behaviors in team-based, multiplayer online games. I hypothesized these to align on dominance and affiliation dimensions of social interaction (Kiesler, 1982). In Study 2 (N = 104), I conduct a confirmatory factor analysis, which supports a two-factor structure—Destructive and Constructive social behavior, resulting in the SMOG-6. I examine construct validity using measures of dominance and affiliation. Controlling for age, gender, and frequency of game-play, both factors predict dominance. SMOG-Destructive negatively, and SMOG-Constructive positively, predicted affiliation.
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Inga, Pajares Susana Evelyn. "Motivación hacia la práctica de videojuegos online: Un estudio cualitativo en mujeres universitarias." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626398.

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El objetivo de esta investigación fue explorar las motivaciones de las mujeres hacia la práctica de videojuegos online en Lima. El estudio utilizó una metodología cualitativa descriptiva en donde se escogió a la entrevista semiestructurada como herramienta para obtener la información. Se escogió una muestra de 7 estudiantes universitarias que juegan videojuegos online como Defense of the Ancients 2 y League of Legends. Las respuestas de las estudiantes se agruparon en tres ejes que explican su motivación hacia la práctica de videojuegos; el primer eje se concentra en la motivación extrínseca, el segundo eje en la motivación intrínseca y el tercer eje en el entorno. En conclusión, las motivaciones de las chicas se mantienen a lo largo de su vida que va, en su mayoría, desde su niñez o primer contacto con un videojuego. La motivación intrínseca se presenta en mayor medida que la extrínseca porque están atraídas por los videojuegos debido a la satisfacción que sienten al jugar solas y/o con sus pares, por el diseño y novedades del videojuego y el sentido de competencia para practicarlo. Dentro de su experiencia, también encontraron un ambiente discriminador y/ o acosador que invalida la participación de las mismas en los videojuegos.
The aim of this investigation is to explore the motivations of women towards the practice of online video games in Lima. The study used a qualitative descriptive methodology in which the semi-structured interview was chosen as a tool to obtain the information. A sample of 7 university students who play online games such as Defense of the Ancients 2 and League of Legends was chosen. The students' responses were grouped into two axes: intrinsic motivation and extrinsic motivation. There is also a third axis: the environment, since it influences the experience that the participants have had to play video games. The motivations of the girls are maintained throughout their life that goes, mostly, from childhood or first contact with a video game. Intrinsic motivation is presented to a greater extent than extrinsic motivation because they are attracted to video games because of the satisfaction they feel when playing alone or with their peers, because of the design and novelties of the videogame and the sense of competence to practice it. Within their experience, they also found a discriminating and / or harassing environment that invalidates their participation in video games.
Tesis
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47

Veselá, Anna. "Vliv online uživatelských hodnocení na poptávku po PC a video hrách." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-150234.

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The thesis examines impact of online user reviews, expressed in 5-star rating system, on demand for PC and video games. Used weekly data are collected from www.amazon.co.uk for period 2000 - 2012. The thesis contributes to discussion which takes place between supporters of superstar theory and supporters of long tail theory. Panel structure of the dataset referred to application of fixed effects model for estimation of basic and extended model. Both estimates proved negative influence of assigned number of stars on sales rank. Basic model estimated influence of one unit change of stars on rank by 9 positions, extended model estimated this change to be 10 positions. Quantile estimate also proved negative influence of stars on sales rank. The influence is strongest for the lowest quantile of dependent variable (tau = 0,05) representing 5 % best-selling titles, where one unit change of stars causes change of 35 positions in opposite direction. With increasing quantiles this influence decreases to zero. It proves that within the market for PC and video games online user reviews contribute to superstar effect.
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Vasconcellos, Marcelo Simão de. "Comunicação e saúde em jogo: os video games como estratégia de promoção da saúde." reponame:Repositório Institucional da FIOCRUZ, 2013. https://www.arca.fiocruz.br/handle/icict/8547.

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Fundação Oswaldo Cruz. Instituto de Comunicação e Informação Científica e Tecnológica em Saúde. Rio de Janeiro, RJ, Brasil
As estratégias públicas de Comunicação e Saúde no Brasil fazem uso de variadas mídias, desde as tradicionais (impressos, rádio, televisão) até as novas mídias, como sites, blogs e redes sociais. Estas iniciativas apresentam limitações advindas de sua matriz comunicacional, que produz uma prática caracterizada por um enfoque normativo e prescritivo e pela centralização da produção, com a decorrência de não atender a diversidade e as especificidades dos múltiplos contextos culturais e sanitários de um país como o Brasil, além de estabelecer um padrão comunicativo unidirecional, sem espaço para interlocução com os cidadãos. Estas características limitam muito os resultados das políticas de Comunicação e Saúde, que não se alinham com o protagonismo inerente aos princípios do SUS, particularmente ao princípio da participação social Esta tese investigou o potencial de Massively Multiplayer On-line Roleplaying Games (MMORPGs) para a Comunicação e Saúde sob o enfoque da promoção da saúde e teve como premissa que MMORPGs podem superar estes problemas apontados, representando uma estratégia relevante para a Comunicação e Saúde no sentido do aprimoramento da Promoção da Saúde, como espaço de desenvolvimento de uma cultura participatória na relação entre o Estado e a população, portanto como elemento de transformação da sociedade. Foram utilizados conceitos e teorias dos campos da Comunicação e Saúde e dos Game Studies para caracterizar video games como cultura participatória. Jogadores de um MMORPG (World of Warcraft) foram entrevistados como forma de refinamento da elaboração de categorias analíticas que formaram uma estrutura para análise de MMORPGs, o modelo de \201CAnálise Relacional de MMORPGs: Contextos e Dispositivo\201D (ARM). O modelo foi baseado em dois outros modelos: um do campo da comunicação, Modelo do Mercado Simbólico e um do campo dos Games Studies, o Gaming Dispositif. Concluiu-se com a confirmação do potencial dos MMORPGs para a promoção da saúde e aplicabilidade do modelo para se avaliar e orientar a produção e a análise de MMORPGs para a promoção da saúde
The public Health Communication strategies in Brazil use various media, from the traditional ones (print, radio, television) to the new media such as websites, blogs and social networks. These initiatives have limitations arising from its communication mat rix , which produces a practice characterized by a normative and prescriptive approach and the centralization of production, with the result of disregarding the diversity and specificity of the multiple cultural and health contexts of a country like Brazil as well as establishing a standard unidirectional communication, with no room for dialogue with citizens. These features greatly limit the results of the policies of Health Communication, which do not align with the inherent protagonism of the SUS ́s princi ples, particularly the principle of social participation This thesis investigated the potential of Massively Multiplayer Online Roleplaying Games (MMORPGs) for Health Communication with a focus on health promotion and its premise was that MMORPGs can overc ome the identified problems , being a relevant strategy for Health Communication in the sense improvement of health promotion, as a space for the development of a participatory culture in the relation between the state and the population, hence as element of social transformation. T heories from the fields of Health Communication and Game Studies were used to characterize video games as participatory culture. Players of a MMORPG (World of Warcraft) were interviewed as a way of refining the developmen t of analytical framework for MMORPGs, the model for “ Relational Analysis of MMORPGs: Contexts and Apparatus ” ( R AM). The model was based on two other models: one from communication field, Symbolic Model Market , and another from the f ield of Game Studies, t he Gaming Dispositif. The conclusion supports the potential of MMORPGs for health promotion and the applicability of the model to evaluate and guide the production and analysis of MMORPGs for health promotion.
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Clais, Jean-Baptiste. "La patrimonialisation des jeux vidéo et de l'informatique. : Ethnographie en ligne et hors ligne d'une communauté de passionnés." Thesis, Saint-Etienne, 2011. http://www.theses.fr/2011STETT116/document.

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Notre objet est une communauté de 300 à 400 passionnés-collectionneurs de vieux ordinateurs et de vieux jeux vidéo des années 1970-90, autrement appelés « vieilles machines », dispersés dans toute la France ainsi qu’en Belgique et en Suisse. Cette communauté est organisée en premier lieu par des forums sur internet bien qu’émanant d’associations locales. Ces forums servent à l’échange d’informations et de matériel de collection entre passionnés. Un système de valeur riche et complexe organise les relations sociales autours de l’amour et de l’utilisation des vieilles machines, d’une volonté de partage du savoir et du rejet de la spéculation. Le partage est au cœur de l’imaginaire et des pratiques de cette communauté. Il n’est pourtant pas la règle dans les économies qui l’entourent (eBay, brocantes, sites d’enchères divers). Or à l’époque des fondateurs de la communauté vers 1998, les passionnés pouvaient alors s’approvisionner gratuitement ou presque. Ils ont donc ressenti la mise en place d’un marché extérieur comme une forme d’expropriation. Ils ont donc réorganisé les règles de vie et d’échange au sein de la communauté pour contrecarrer la hausse des prix interne que générait la hausse sur le marché extérieur. Ils ont à la fois promu la notion d’échange mutuellement profitable contre l’idée de profit, organisé un système de tabou sur les prix réel des objets, tirant parti du statut de prescripteurs. Ils ont ainsi réussi à créer une niche économique, un marché à bas prix, à l’accès fermement contrôlé mais au sein duquel, une fois intégré, après avoir construit une situation par une « carrière » chacun peut profiter d’un système d’entraide généralisée
This work is about a community of 300 to 400 hobbyist-collectors of micro-computers and video-games from the 70’s to the 90’s which they call “vieilles machines”. They are scattered all over France, Belgium and Switzerland. This community communicates through online forums although they belong to local offline associations. These forums are mainly used to exchange objects and information among collectors. A rich and complex system of value and representations organizes the social relationships. The main points are: the love of the “vieilles machines”, the will to use them, sharing knowledge and rejection of speculation. Sharing is the very basis of the social imaginary of the community. Sharing isn’t however the rule in neighboring economic systems (eBay, garage sales other online auction websites). Yet, during the first time of the community around 1998, when these objects were only obsolescent technical rubbishes, the community members could collect for free or very few money. Thus they felt as if they have been stolen when an outside market developed and prices increased. As a reaction, they changed social norms and exchange rules inside the community in order to temper the internal increase of the prices caused by outside market’s increase. They both promoted the idea of mutually satisfactory exchange and organized a taboo on the object’s real price using the position of major online opinion leaders on their subjects. They managed to create a niche economy, a low price market in which one cannot integrate easily but in which when fully integrated, after building one’s position through a “career” one can beneficiate from an extend system of generosity and mutual aid
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Rodríguez, Bruno. "Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012.

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Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were reviewed and a theoretical framework focused on behavioural sciences, psychology and customer culture related theories was designed to interpret the results of a quantitative study. The popular FPS (First Person Shooter), Counter Strike Global Offensive was the selected game to carry out the study. A web-based questionnaire was distributed in various specialized online forums, providing a total of 1006 respondents. A linear regression was the selected method to test the formulated model. Results showed a strong influence of emotional and symbolic perceived values in the purchase intention of aesthetic virtual items, while gaming experience and enjoyment had a minor impact.
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