Games and Gaming

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    Is #NotMyBattlefield Rooted in Gamer Identity? An Examination of Demographic Factors, Genre Preference, and Technology Use of Gamers
    (2019-01-08) Howe Jr., William; Livingston, Dalaki; Lee, Sun Kyong
    This study examined characteristics of players that self-identified as gamers. Participants (N = 476) were asked to complete an online survey and provide information about their video game play. Analyses of the survey responses found support for gamers being younger, men, and playing more. We also found that some of the genres of play and technology used diverged from previous research. The two most surprising findings were that gamers preferred to play on consoles more than on computers, and massive-multiplayer online games were not the most played genre. This paper contributed to research in three ways: previous assumptions surrounding gamer identity and demographics were tested, the genre of games and method of play were examined to refine the definition of a gamer, and the implications of gamer identity were discussed.
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    Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior
    (2019-01-08) Kordyaka, Bastian; Klesel, Michael; Jahn, Katharina
    Toxic behavior (TB) – a form of releasing frustration and anger in a detrimental way – is a common phenomenon in online games. Despite its importance, a validated questionnaire measuring TB is yet missing. In this paper, we apply a comprehensive procedure for scale development by using two difference sources of items. In the first one, the item pool is adapted from an existing scale. In the second one, the act frequency approach is applied to generate a pool of items. We evaluated both scales based on survey data from 380 online gamers. Both instruments are juxtaposed based on their psychometric properties. The results indicate that the adapted scale performs better in the context of our study than the scale generated from the act frequency approach and is, thus, the preferable choice. With a validated measurement scale in place, we discuss how future research can benefit from the TB scale proposed here.
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    Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)
    (2019-01-08) Vahlo, Jukka; Hamari, Juho
    In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.
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    Analysis of Matchmaking Optimization Systems Potential in Mobile eSports
    (2019-01-08) Wardaszko, Marcin; Ćwil, Małgorzata; Chojecki, Przemysław; Dąbrowski, Kajetan
    Matchmaking systems are one of the core features of experience in online gaming. They influence player satisfaction, engagement, and churn risk. The paper looks into the current state of the theoretical and practical implementation of such systems in the mobile gaming industry. We propose a basic classification of matchmaking systems into random and quasi-random, skill-based, role-based, technical factor-based, and engagement based. We also offer an analysis of matchmaking systems in 16 leading mobile Esport games. The dominant industry solution is skill and rank based systems with a different level of skill depth measurement. In the further part of the paper, we present a theoretical model of engagement and a time-optimized model.
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    Differences and Similarities in Motivation for Offline and Online eSports Event Consumption
    (2019-01-08) Neus, Florian; Nimmermann, Frederic; Wagner, Katja; Schramm-Klein, Hanna
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    Taking College Esports Seriously
    (2019-01-08) Kauweloa, Nyle; Winter, Jenifer
    This study examined how collegiate esports players conceptualized their own competitive gameplay as situated between work and play. Using interviews guided by Stebbins’ (2007) serious leisure perspective, 16 collegiate esports players described how belonging to a collegiate esports team has shaped their identity, and how they experienced gaming within the structured environment of a collegiate esports team and club. Stebbins’ description of skill and knowledge development was supported, and the findings are in accord with Stebbins’ conceptualization of “personal rewards,” such as self-expression, self-image, and self-actualization.
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    Performing Game Development Live on Twitch
    (2019-01-08) Consalvo, Mia; Phelps, Andrew
    This study is a preliminary exploration of how professional game developers live stream their creative work on Twitch.tv. It asks how and in what ways these developers engage in co-creative acts with their viewers and how they engage in game talk in their design process. It further analyzes discourse about the act of streaming development as presented in professional and popular journalistic and personal sites online.
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    Introduction to the Minitrack on Games and Gaming
    (2019-01-08) Poor, Nathaniel; Consalvo, Mia; Bergstrom, Kelly