Games and Gaming
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Item Who Stays in the Game? Similarities and Differences Between Current and Former Digital Games Players(2021-01-05) Bergstrom, Kelly; Sherman, JamieFormer players offer important yet underutilized insights into the norms and expectations of game communities. Research to date has focused on players who have left particular games, but little is known about the broader forces that lead some players to ultimately quit games altogether. In this paper we report on the results of a nationally representative survey of the US adult population where respondents were asked about their leisure activities, including if they currently or have previously played digital games. By identifying patterns amongst people who quit as compared to people who remain active players, our goal is to better understand the factors that push or pull people away from gaming. Doing so contributes to the literature on digital game players broadly, while also potentially making it easier for game scholars to identify—and subsequently recruit—former players to participate in games-related research. Implications for future research recruitment are discussed.Item Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework(2021-01-05) Phelps, Andrew; Consalvo, Mia; Bowman, NickThis work introduces the concept of ‘microstreaming’ to describe individuals who livestream their hobbies to small audiences for little to no financial reward. Much research into streaming focuses on revenue and transactional costs from a labor/playbor perspective, but such approaches do not completely capture the largely intrinsic typical of ‘microstreamers.’ Recent research into microstreamers employing a range of methods across observational and laboratory settings pointed to a range of cognitive, emotional, physical, and social demands reported—some that detracted from and some that enhanced the experience. These examples suggest that a demand framework is another important model for examining microstreamers, which has implications for understating microstreaming behaviors and experiences across multiple platforms and interactions.Item Less is More: Analysing Communication in Teams of Strangers(2021-01-05) Tan, Evelyn; Wade, Alex; Kokkinakis, Athanasios; Heyes , Georgia; Demediuk, Simon; Drachen, AndersTeamwork is challenging in cooperative digital games, especially between strangers. In many online cooperative games, teams have a short-lived existence and ever-changing membership. Our study explores how short-lived ad hoc teams of strangers communicate and investigate its effect on team performance. We analysed 2256 text message instances produced by teams during a 45-minute interaction. Our findings show that team communication is negatively related to performance, and affects performance over and beyond prior experience. A content analysis shows that teams generally have higher task-related communication than socio-emotional communication. This pattern is consistent throughout the duration of the interaction period. The results are discussed in the context of previous research on team communication and performance, and we draw parallels with communication patterns in real-world groups such as aviation crews.Item It is Not an Island It’s A World: Fortnite and “Worldness”(2021-01-05) Moore, Kyle; Carter, MarcusFortnite is a massively multiplayer online first-person shooter that grew rapidly in 2018 to become one of the world’s most popular games, with current estimates of 350 million active players. In this paper we argue that Fortnite’s success can – in part – be attributed to the affective sensation of worldness that it creates via its 10 week ‘seasons’. Via a study of children’s digital play cultures, we discuss the implications of this way of thinking about the spatial, social, and material structures of the gameworld for understanding Fortnite’s success, countering discourses of ‘videogame addiction’, and guiding future research.Item Cultivating Community: Presentation of Self among Women Game Streamers in Singapore and the Philippines(2021-01-05) Alvarez, Katrina; Chen, Vivian Hsueh HuaThis study explored how women game live streamers in Singapore and the Philippines make sense of their presentation of self as performers and gamers in a medium dominated by Western games, performers, and platforms. We conducted six in-depth interviews guided by interpretive phenomenological analysis in order to understand their experiences, uncovering issues such as audience connection and maintenance, the difficulties of presenting their own femininity, and the influence of being Singaporean, Filipina, and Asian on their success as performers. We discuss directions for study that further explore gaming and streaming as a form of cultural labor in Asia.Item Collaboration, Dedication, and Social Pressure: A Comparative Analysis of Virtual and Face-to-Face Game Jams(2021-01-05) Li, Lingyuan; Maloney, Divine; Freeman, GuoGame jams are virtual or face-to-face events where game developers (often non-professional or hobbyist) collaborate to make digital games within a limited time frame. As these events have become not only game-creation events but also social collaboration spaces, important questions emerge regarding how exactly different modes of game jams can offer different affordances for developers’ social collaboration. Using 24 semi-structured interviews, we provide a comparative analysis of virtual and face-to-face game jams, especially with regard to the different technological processes and social engagement in each mode of game jams. We contribute to the game jam community by highlighting game jams as novel social collaboration spaces and by providing empirical evidence of the unique affordances of different modes of game jams for social collaboration.Item Central Themes of the Pokémon Franchise and why they Appeal to Humans(2021-01-05) Laato, Samuli; Rauti, SampsaPokémon has become the most profitable cross-media franchise since its creation 25 years ago. In this conceptual work, we go through the current eight generations of Pokémon games, movies and anime episodes to understand why the franchise appeals to humans. We focus on the following four core themes: (1) relationship with the Pokémon creatures; (2) exploration and adventure; (3) social connectedness and acceptance; and (4) green technologies and living in symbiosis with the environment. We discuss how these themes resonate with human primal desires and what aspects of Pokémon transcend into the real world. Our findings indicate that the Pokémon world is able to offer humans aspects of the hunter-gatherer era that are missing from the current urban way of living. The franchise appeals to human primal desires by being about exploring the world, understanding it and finding harmony with other living creatures. Our findings support previous work on the appeal of specific Pokémon games, and contributes to our understanding of what has made the franchise popular.Item Introduction to the Minitrack on Games and Gaming(2021-01-05) Gray, Kishonna; Poor, Nathaniel; Bergstrom, Kelly