Games and Gaming
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Item Too much Patching? Protocological Control and Esports Player Counts(2025-01-07) Liu, Kaiyue; Samiee, SamanehThis study examines the impact of game patches on player and viewer counts in esports, specifically focusing on DotA 2 from 2013 to 2024. Patches, essential for maintaining game balance and introducing new content, also serve as tools for protocological control, compelling players to adapt to enforced updates and impacting their engagement. Through econometric analysis, including Interrupted Time Series (ITS) and Generalized Least Squares (GLS) models, this study explores the immediate and sustained effects of patches. Findings reveal that major patches significantly boost player counts, while frequent minor patches lead to a decrease, hinting at player fatigue. Viewer counts initially decline post-patch and then recover, suggesting a temporary shift from watching to playing. These results highlight the nuanced dynamics between game updates and player/viewer engagement, offering practical insights for game developers and contributing to the literature on digital design and protocological control in esports.Item Whose Vibe is it Anyway? Negotiating Definitions of Cozy Games(2025-01-07) Boudreau, Kelly; Consalvo, Mia; Phelps, AndrewWhile many games that are now widely considered ‘cozy’ games, such as Animal Crossing and Stardew Valley have been on the market for close to a decade (or more), cozy games as a genre have gained in popularity over the last several years. This can be seen not only in the number of titles that have increasingly been given the label of ‘cozy game’ by game designers and marketing teams, but also in how players describe them. But what exactly are cozy games? How are they defined, by who, in what context(s), and for what purposes? From design elements to vibes, this paper will explore a range of definitions found through the perspectives of design literature, games and mainstream media, and players on Tik Tok. It demonstrates that what makes a game ‘cozy’ is widely variable, socially constructed, and often personal, despite the best design intentions.Item How Does a Video Game Shutdown Impact Players? Evidence from a Netnographic Case Study of the Battlefield: Bad Company 2 Shutdown(2025-01-07) Brechtelsbauer, Bastian; Schwehn, Tim-Julian; Laumer, SvenAlthough video games continue to grow in number and popularity, our understanding of the impact of video game shutdowns on players remains scarce. This is regrettable, as the forceful and permanent removal of video games likely has significant and relevant effects, given how deeply intertwined with and important for players' lives video games can be. Therefore, in this exploratory study, we present the case of the shutdown of Battlefield: Bad Company 2 (BFBC2). Following a netnographic approach, we analyze posts and comments from the BFBC2-related Reddit forum r/badcompany2 as well as 21 interviews with members. Based on this, we present six themes that capture how the shutdown influenced players and explain the role of BFBC2’s Reddit community during the shutdown. Thereby, we contribute to the literature on video game shutdowns, online communities, and video game nostalgia. Finally, we provide promising avenues for future research based on our findings.Item Perceived Demands, not Progressive Embodiment, Drives Embodied Self-Presence in a VR Racing Video Game(2025-01-07) Bowman, Nick; Lee, YoonEmbodied self-presence is a phenomenon in which people feel ownership and control over their on-screen avatars. At least one technological feature thought to increase embodied self-presence is the progressive embodiment of input devices that map the human body in digital space—which also places unique demands on those users. The current study examined how progressive embodiment might indirectly influence self-presence as a function of perceived demands. In a 2x2 randomized control trial, we manipulated viewing modality (flat screen vs. VR HMD) and controller type (handheld controller vs. racing wheel and pedals) to assess perceived demands and self-presence after playing racing game. Path analysis revealed no significant effect of either form of progressive embodiment on perceived demands. However, cognitive demands were a positive predictor and controller demands a negative predictor of embodied self-presence. This data add to evidence suggesting that perceptions are more relevant than technological features in understanding embodied self-presence.Item The Impact of Game Modes: Analyzing Permadeath, Playstyles, and Trading on Player Performance in Path of Exile(2025-01-07) Smajic, Amel; Pirker, JohannaUnderstanding how different modes influence player strategies and performance is crucial for developers aiming to accommodate diverse play styles and balance game challenges effectively. In this study, we investigate the relationship between game modes and player behavior in the online action role-playing game, Path of Exile. To achieve this, we perform a cluster analysis of player data to identify distinct playing profiles. These profiles allow us to analyze player adaptation to various game modes, such as singleplayer, multiplayer, and permadeath. We explore the prevalence of these profiles within each mode and assess player performance using key metrics like damage output, defense, and progression. Our findings reveal significant influences of game modes on player behavior, highlighting specific preferences and tendencies unique to each mode. By identifying four distinct player profiles (Glass Cannon, Tank, Leveling, Endgame), we provide an understanding of how different players interact with the game. This research contributes insights for game developers and designers, offering a foundation for crafting engaging and well-balanced games that appeal to a wide range of players.Item Introduction to the Minitrack on Games and Gaming(2025-01-07) Poor, Nathaniel; Orme, Stephanie; Phelps, AndrewItem Immersive Experiments …and How Minetest Can Enable It(2025-01-07) Goutier, Marc; Diebel, Christopher; Adam, Martin; Benlian, AlexanderVignette experiments have been used to study information systems (IS) for years to create immersive experiences in experimental settings. However, the rise of sandbox video games, exemplified by Minetest, presents a unique opportunity to improve the external validity of experiments. In this study, we engaged 128 participants in an experiment in which we compared the traditional text-based vignette format with an equivalent scenario created in Minetest. Our results indicate that the video game-based experiment provides a significantly more immersive experience, due to a greater sense of presence among participants and higher interactivity, compared to a traditional vignette experiment. Our research highlights the potential of sandbox video games as a more advanced platform for conducting experiments in IS, providing researchers with a novel and engaging environment to explore user interactions. As we continue to push the boundaries of IS research, this work opens up exciting avenues for future experimentation and investigation.