Games and Gaming
Permanent URI for this collectionhttps://hdl.handle.net/10125/112450
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Item type: Item , Why Do Viewers Swarm the Screen? Exploring Danmaku Collective Behavior of Viewers through Sensory Stimuli in Game Live Streaming(2026-01-06) Duan, Jinyan; Zhao, Liang; Li, Xing; Wu, ChongTo explore the driving mechanisms of viewer’ danmaku collective behavior in game livestreaming, this study draws upon the Stimulus–Organism–Response (SOR) framework and arousal theory to examine how visual and auditory sensory stimuli influence real-time user interactions. Leveraging a large-scale dataset from Bilibili, including millions of danmaku messages and live video segments, we develop computational models to identify danmaku collective behavior and apply logistic regression to quantify the effects of various sensory cues. The key findings reveal that high-arousal visual scenes (e.g., combat and start moments) and auditory features (e.g., volume and energy) significantly increase the likelihood of danmaku collective behavior, while aesthetic visuals, audio stability and clarity show no significant effects. These results validate the theoretical pathway in which sensory stimuli elevate arousal level and trigger synchronized user expression. This study not only extends the application of SOR and arousal theory to interactive livestreaming environments of game, but also enriches our understanding of online collective behavior. Practically, the findings offer actionable insights for anchors and platforms to enhance viewer engagement by optimizing sensory design and maximizing emotional resonance.Item type: Item , Digital Narrative in Puzzle Video Games: How Narrative Affects Players’ Motivation, Enjoyment, and Emotional Demand(2026-01-06) Lin, Natalie; Cook, ChristineNarrative elements in games have been shown to influence players' emotions and motivation; however, their role in puzzle games remains underexplored. This study examines the impact of narrative on player enjoyment, motivation, and its potential role as an emotional demand in puzzle games. An experiment with 81 participants compared high-narrative and low-narrative puzzle games. Results indicate that while narrative did not significantly enhance players' motivation to continue playing, it did increase enjoyment and functioned as an emotional demand. Further analysis revealed that enjoyment primarily drove engagement in low-narrative games, whereas both enjoyment and initial interest influenced engagement in high-narrative games. These findings aim to fill a gap in the research on the role of narrative in puzzle games, offering insights for future game design and further exploration in this area.Item type: Item , From Patches to Patterns: A Process Perspective on Continuous Innovation in Modular Game Systems(2026-01-06) Wagner, Florian; Rosenkranz, ChristophDigital products enable continuous innovation through iterative updates; however, the empirical understanding of this process remains limited. This study analyzes 261 patches across two multiplayer games — Defence of the Ancients 2 and Counter-Strike 2 — using Henderson and Clark's innovation framework to examine how system architecture shapes innovation strategies. Defence of the Ancients 2’s highly integrated architecture generates cyclical patterns combining architectural, modular, and incremental innovations in coordinated episodes, while Counter-Strike 2 demonstrates sustained incremental improvements with minimal structural intervention. Statistical analysis confirms significant differences in innovation complexity between the games. We hypothesize that system architecture influences innovation strategies, with incremental improvements forming the foundation of continuous innovation across both games. This research extends digital innovation theory by empirically revealing structured temporal patterns in continuous innovation processes.Item type: Item , Simulated Intimacy, but Real Connection: Perceived Reciprocity and Romantic Closeness make Otome Fun to Play(2026-01-06) Zhao, Elena Yifei; Bowman, NickOtome games offer players the opportunity to form romantic relationships with NPCs. Drawing on Social Exchange Theory, we proposed that, in the context of otome game, reciprocity enhances the sense of romantic closeness with NPCs, which in turn lead to greater enjoyment and appreciation. Survey data from 293 Chinese otome players supported the model, suggesting that at least one of the reasons that otome gaming is so entertaining is that they provide players with relationships that those players engage as if they were authentically social. Descriptive results revealed high reciprocity scores and strong romantic connection with NPCs, which players feeling that their NPCs contributed more than themselves for the relationship. These findings challenge assumptions of perceived parasocial (re: one-sided) relationships in otome games, as players engage NPCs in ways that directly mirror how they engage, exchange, and interact with romantic others in a broader sense.Item type: Item , A Taxonomy of Bad Trophies — Examining Online Fan Discourse on Disliked Trophies(2026-01-06) Tece Bayrak, Asli; Staines, DanThis paper presents a preliminary taxonomy of “bad” video game trophies, derived from a qualitative content analysis of Reddit discussions between September 2023 and June 2024. We identify five recurring categories—Grinding, Chance, Checklists, Inorganic, and Missable—each characterized by specific design flaws that frustrate players. While prior research has focused on why players pursue trophies, our study examines why they disengage, arguing that trophy design is inseparable from game design and worthy of serious scrutiny from designers and academics alike.Item type: Item , An Eye for an Eye and A Smile for a Smile: Examining Aggressive and Supportive Behavioral Alignment Among Taiwanese Adolescence Who Play Video Games(2026-01-06) Bowman, Nick; Cook, Christine; Chang, ChingchingThe social dynamics of video games, especially those played online, are one of the primary motivators for gaming. Unfortunately, while there are numerous benefits to online gaming, there is also potentially harmful toxic and aggressive behavior. Prior research has investigated toxicity, but most studies rely on convenience samples, typically from WEIRD populations. The current study extends this scholarship with a nationally representative sample of Taiwanese adolescents who are frequent gamers, (a) quantifying their experiences with aggressive and supportive behaviors in games and (b) investigating personological-level variables that might explain reciprocating (referred to as “behavioral alignment”). Key findings were (1) aggressive behaviors were more common than supportive ones, but supportive behavioral alignment was more common (calculated using Jaccard coefficients) (2) trait conscientiousness reduced aggressive behavioral alignment, and (3) overparenting and social conformity increased both types of alignment.Item type: Item , Introduction to the Minitrack on Games and Gaming(2026-01-06) Orme, Stephanie; Phelps, Andrew; Poor, Nathaniel
