Online Game Elements, Players and the Bond Between Them

Total Page:16

File Type:pdf, Size:1020Kb

Online Game Elements, Players and the Bond Between Them Online Game Elements, Players and the Bond Between Them Sandra Schweizer Master of Science in Computer Science Submission date: August 2017 Supervisor: Pekka Abrahamsson, IDI Co-supervisor: Anh Nguyen Duc, IDI Norwegian University of Science and Technology Department of Computer Science Sandra Schweizer Online Game Elements, Players and the Bond Between Them TDT4900 Computer Science, Master Project Trondheim, August 2017 Supervisor: Prof. Pekka Abrahamsson Co-supervisor: Anh Nguyen Duc Former Co-supervisor: Prof. Juhani Risku Norwegian University of Science and Technology Faculty of Information Technology and Electrical Engineering Department of Computer Science Abstract English In our modern life, playing games has become a common habit for almost everybody. Especially online games have experienced a big boom the last years, with millions of people playing each day. But what makes online games so successful? Why are they so popular? What it is that makes player passionate about gaming, even addicted? These are just a few questions which this research paper is trying to answer. This research is looking at the very components of each video game, dividing it into its essential game elements. At the same time, the player’s emotions and experiences in gaming are analyzed, trying to find the reason behind the player’s passion for games. Also, the effect of games on the player has been put into focus, finding the mechanisms which affect the player’s experience of reality. A theoretical framework has been created and validated through a case study. In total, 14 online video games players have been interviewed about their experiences in gaming. Additionally, five of all players have participated in further observations and follow-up interviews. The results have been analyzed in this research paper. The results are that socializing, achievements and immersion play a big role for players to feel motivated to play, as well as the way an online game stimulates a player’s brain. Norwegian I vårt nåværende liv kan dataspill ikke tenkes bort lenger. Dem har blitt til en viktig del av livet til de fleste, med mange millioner spillere i hele verden. Men hvorfor er spill så populært og suksessfulle? Hvordan gjør dem at gamerne mister følelse for tid og sted mens dem spiller? Hva gjør at folk utvikler en så stor lidenskap for spill at dem glemmer alt annet i livet deres? Disse spørsmålene og mange andre prøver dette studie å svare på. Oppbygning til ethvert dataspill har blitt analysert for å dele det opp i sine essensielle spill elementer. Samtidig ble det satt fokus på spillerens opplevelse og erfaringene for å forklare lidenskapen som ligger bak for dataspill. I tillegg har spillets effekt på 14 deltaker blitt undersøkt med både intervju og observasjoner, for å finne de mekanismene som påvirker spillerens opplevelse av realiteten. iii iv Acknowledgement I would like to thank my supervisors, Prof. Pekka Abrahamsson and Prof. Juhani Risku, for their continuous advice, suggestions, discussions and most of all, the jokes which kept me lighthearted and motivated throughout writing this thesis. I appreciate the way Prof. Pekka can get to the point right away, as much as the endless discussions I had with Prof. Juhani, while drifting further and further away from the actual topic. Both have provided me with the most useful and insightful advice, which I needed to make this research possible in the first place. I would also like to thank Anh Nguyen, who worked with me to make a good case study for this thesis. His advice was both useful and meaningful, teaching me how to reduce the number of questions to half their size, while even making them better in the process. Furthermore, I would like to thank Daniel Graziotin, for the time he spends on the useful feedback which made this thesis better. Last but not least, I need to thank Sibylle Schweizer, who never let me down when I was completely stuck in my research, while all I needed was a little push in the right direction. Her logic sees right through the thick layers of chaos, untainted with what she is confronted with. It is true what they say: Mom Knows Best. v vi Table of Contents List of Tables ............................................................................................................................ xi List of Figures .......................................................................................................................... xi Acronyms ............................................................................................................................... xiii 1 Introduction ....................................................................................................................... 1 1.1 Background ................................................................................................................ 1 1.2 Research Problem ...................................................................................................... 2 1.3 Scope of Research ...................................................................................................... 3 1.4 Research Method ....................................................................................................... 3 1.5 Structure of Thesis..................................................................................................... 3 2 Related Work .................................................................................................................... 4 2.1 Key Concepts.............................................................................................................. 4 2.1.1 Definition of Hobby and Habit ............................................................................. 4 2.1.2 Definition of Passion: The dualistic Model of Passion ........................................ 4 2.1.3 Difference between hobby, habit and passion ...................................................... 5 2.1.4 Definition of Internet Addiction ........................................................................... 6 2.1.5 Correlations between Internet Addiction and Online Video Game Addiction .... 9 2.2 History of gaming ...................................................................................................... 9 2.2.1 Arcade Games .................................................................................................... 10 2.2.2 Console systems ................................................................................................. 12 2.2.3 Home computers/ LAN Games .......................................................................... 13 2.2.4 Internet Connectivity .......................................................................................... 14 2.2.5 Unstructured Games ........................................................................................... 15 2.2.6 Games with Player Generation of Content ......................................................... 15 2.2.7 Massive Multi-Player Online Role Playing Games (MMORPG) ...................... 16 2.2.8 Social networking sites ....................................................................................... 17 2.2.9 Open virtual worlds ............................................................................................ 18 vii 2.2.10 Summary ............................................................................................................ 19 3 Framework ...................................................................................................................... 21 3.1 Game Elements ........................................................................................................ 21 3.2 General Definition ................................................................................................... 21 3.3 List of Game Elements ............................................................................................ 22 3.3.1 Components ........................................................................................................ 25 3.3.2 Environment ....................................................................................................... 25 3.3.3 Game Mechanics ................................................................................................ 25 3.3.4 Balance Principle - An Addictive Game Element .............................................. 26 3.3.5 Game Rewards ................................................................................................... 26 3.3.6 Game Goals ........................................................................................................ 29 3.4 Player Experience .................................................................................................... 30 3.4.1 Brain Activity while Playing Games .................................................................. 30 3.4.2 Personality of the Player .................................................................................... 32 3.4.3 Gender Differences and Similarities in Socializing ........................................... 34 3.4.4 Motivation .......................................................................................................... 34 3.4.5 The Impact of flow ............................................................................................. 37 3.4.6 Immersion ........................................................................................................... 38 3.4.7 Social interaction ...............................................................................................
Recommended publications
  • Class Action Chamber)
    CANADA PROVINCE OF QUEBEC SUPERIOR COURT DISTRICT OF MONTREAL (CLASS ACTION CHAMBER) No: 500-06-001132-212 GABRIEL BOURGEOIS Petitioner -vs.- ELECTRONIC ARTS INC., legal person duly constituted, having its address of service at 1209 Orange Street, Wilmington, DE 19801 USA and ELECTRONIC ARTS (Canada), INC., legal person duly constituted, having its address for service at 1800 510 West Georgia St., Vancouver, BC, V6B 0M3, Canada and ACTIVISION BLIZZARD INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and ACTIVISION PUBLISHING INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and BLIZZARD ENTERTAINMENT INC., legal person duly constituted, having its address for service at 251 Little 1 Falls Drive, Wilmington, New Castle, Delaware, 19808 and TAKE TWO INTERACTIVE SOFTWARE INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and TAKE TWO INTERACTIVE CANADA HOLDINGS INC., legal person duly constituted, having its address for service at 5770 Hutontario St, Mississauga, Ontario, L5R 3G5 and 2K GAMES INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and ROCKSTAR GAMES INC, legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and WARNER BROS. ENTERTAINMENT INC., legal person duly constituted, having its address for service at 1209 Orange St., Wilmington, DE 19801 and WARNER BROS ENTERTAINMENT CANADA INC., legal person duly constituted, having its address for service at Suite 1600, 5000 Yonge Street, Toronto, Ontario, M2N 6P1 and 2 WARNER BROS.
    [Show full text]
  • Research Progress and Debates on Gaming Disorder
    Open access Review Gen Psych: first published as 10.1136/gpsych-2019-100071 on 18 July 2019. Downloaded from Research progress and debates on gaming disorder Qianjin Wang, Honghong Ren, Jiang Long, Yueheng Liu, Tieqiao Liu To cite: Wang Q, Ren H, Long J, ABSTRACT the following aspects may be involved: first, et al. Research progress Gaming disorder has become a significant issue in the game’s built-in reward system may be the and debates on gaming mental healthcare. While gaming is an important form cause of the gaming disorder.7 For example, disorder. General Psychiatry of entertainment, excessive gaming may cause serious 2019;32:e100071. doi:10.1136/ many games, particularly massively multi- consequences for players. At present, there are still gpsych-2019-100071 player online role-playing games, rely on a controversies in the academic community concerning the ‘compulsion loop’, a cycle of activities that public health problems related to gaming disorder. This article Received 02 April 2019 involve rewarding the player and driving Revised 28 May 2019 attempts to expound the definition, epidemiology, aetiology, Accepted 03 June 2019 them to continue through another cycle, diagnosis, treatment and prevention of gaming disorder, in 8 order to contribute to future conceptualization of gaming retaining them in the game. Many players disorder. refuse to quit the game because they are rewarded in the game. The expectation of DEFINITION AND PREVALENCE OF GAMING this kind of reward can increase dopamine DISORDER in the brain, activate the reward system Gaming disorder is defined as a negative gaming and, once the player is rewarded, he/she behaviour pattern characterised by the loss can become addicted in the long run.
    [Show full text]
  • Player Immersion in Video Games
    Selja Tanskanen Player immersion in video games Designing an immersive game project Bachelor’s thesis Degree programme in Game Design 2018 Tekijä Tutkinto Päiväys Selja Tanskanen Muotoilija Huhtikuu 2018 Opinnäytetyön nimi 60 pages Player immersion in video games 15 pages of appendices Designing an immersive game project Toimeksiantaja Kaakkois-Suomen ammattikorkeakoulu Ohjaajat Tuntiopettaja Brenda Jiménez, tuntiopettaja Marko Siitonen Tiivistelmä Opinnäytetyön aiheena on pelaajien kokema immersio videopeleissä. Aikaisempien tutkimuksien laajuus koskien pelaajien immersiota johti aiheen tarkkaan rajaukseen. Immersiivisen pelikokemuksen luominen hyödyntäen pelisuunnittelua, psykologiaa ja tarinankerrontaa oli opinnäytetyön päätutkimuskohteena. Opinnäytetyö koostuu kolmesta osasta: teoriaosuudesta, kyselystä ja tuotanto-osuudesta. Teoriaosuudessa sana immersio määriteltiin ensin lukijalle. Käsitteen avaamisen jälkeen, opinnäytetyössä paljon vaikuttanut teoria esiteltiin immersiosta videopeleissä. Teoriaosuus pyrki selvittämään kuinka suuri vaikutus pelisuunnittelulla, psykologialla ja tarinankerronnalla voi olla immersion synnyssä peleissä. Teoriaosuuden jälkeen kysely, joka oli osa opinnäytetyötä, esiteltiin ja analysoitiin. Kyselyllä ja sen tuloksilla pyrittiin saamaan käytännönläheisempää näkökulmaa immersiosta. Kyselystä saatuja tuloksia hyödynnettiin myös immersiivisen peliprojektin pohjana. Viimeinen osuus esitteli opinnäytteen tuotteen, peliprojektin. Teoriaosuudesta ja kyselystä kerätty tieto hyödynnettiin peliprojektin tuotannossa.
    [Show full text]
  • Unplug-Book-No-Security.Pdf
    UUNPLUGNPLUG RAISING KIDS IN A TECHNOLOGY ADDICTED WORLD Lisa K. Strohman, J.D., Ph.D. Melissa J. Westendorf, J.D., Ph.D. Copyright © 2015 Lisa Strohman, J.D., Ph.D. Melissa Westendorf, J.D., Ph.D. T is is a work of f ction. All of the characters, names, incidents, organizations, and dialogue in this novel are either the products of the author’s imagination or are used f ctitiously. All rights reserved. No part of this book may be reproduced, stored, or transmitted by any means—whether auditory, graphic, mechanical, or electronic—without written permission of both publisher and author, except in the case of brief excerpts used in critical articles and reviews. Unauthorized reproduction of any part of this work is illegal and is punishable by law. ISBN: 978-1-4834-2954-0 (sc) ISBN: 978-1-4834-2953-3 (e) Library of Congress Control Number: 2015905959 Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. T e views expressed in this work are solely those of the author and do not necessarily ref ect the views of the publisher, and the publisher hereby disclaims any responsibility for them. Any people depicted in stock imagery provided by T inkstock are models, and such images are being used for illustrative purposes only. Certain stock imagery © T inkstock. Lulu Publishing Services rev. date: 7/6/2015 T is book is dedicated to the countless parents, teachers, and young adults we have worked with through legal and emotional issues, personal tragedy and loss, and the simple yet painful reality of emotional and interpersonal strife caused by technology.
    [Show full text]
  • Are Loot Boxes an Illegal Gambling Mechanic?
    Are Loot Boxes An Illegal Gambling Mechanic? By James Gatto and Mark Patrick A member of the United Kingdom’s Parliament has opened an inquiry into the legality of loot boxes. Loot boxes are virtual items that may be redeemed to receive a randomized selection of additional virtual items. Various countries around the world have recently moved to regulate the provision of loot boxes in video games, often in response to inquiries from consumers or legislators, such as the aforementioned inquiry in the UK. This leads to the ultimate question: are loot boxes legal? Some believe that they are a form of gambling. Others see them as an effective, but legal, game monetization technique. The answer, as it is with many legal issues, is “it depends.” The primary legal issue is whether the loot box mechanic constitutes gambling. Other issues, which are addressed below, include whether the age rating of games with loot box mechanics should be impacted based on the inclusion of the game mechanic, and whether consumer protection laws require disclosure of the odds of obtaining certain virtual items through loot boxes. The short answer on the primary issue is that most, “standard” loot box mechanics should not be deemed gambling, in most countries. However, a number of factors discussed below could alter the result. It is critical to understand that this issue is quite fact-specific and slight changes in the facts can lead to a different result. Furthermore, the relevant laws vary by jurisdiction. Various jurisdictions are looking into the need for further regulation in this area, so it is important to stay abreast of continuing developments.
    [Show full text]
  • Edges in the Unforgiving Glare of 2015
    EXCLUSIVE: INSIDE NAUGHTY DOG FEBRUARY FEBRUARY 2015 EDGE-onlinE.coM uncharted 4: a thief’s end UNCHARTED 4 A THIEF’S END THE STORY BEHIND THE B IG G ES T G A M E O F THE YEAR REVIEWED THE MAKING THE CREW GUILTY GEAR XRD OE F T KKEN GAME OF THRONES DESTINY: THE HOW TO BUILD DARK BELOW THE TALOS PRINCIPLE Y O UR O W N SCROLLS #276 ARCADE FEBRUARY 2015 The pleasure and pain of excavating old treasure More than any other kind of entertainment, videogames are obsessed with the future, and we don’t always make time to look back. As 2015 kicks in, are we thinking hard about all of the great games we didn’t get around to playing in 2014, vowing to try them now that release schedules have calmed down? Or are we fixated instead on the new PS4 games from Sony’s PlayStation Experience? Is it too soon to be thinking about what may be at GDC? Is it out of order to even consider E3’s lineup in June? With regulars such as Time Extend, we make an organised effort to consider the past, and our recent replay of Uncharted 2: Among Thieves provided a timely primer for this issue’s cover story. In E275, we focused on the considerable strengths of Nathan Drake’s best adventure to date, but playing it again, five years on from its release, also reveals a number of cracks we simply didn’t notice the first time around. What once felt so slickly executed now seems weirdly clunky in places.
    [Show full text]
  • US 2017/0076623 A1 Grimes Et Al
    US 2017.0076623A1 (19) United States (12) Patent Application Publication (10) Pub. No.: US 2017/0076623 A1 Grimes et al. (43) Pub. Date: Mar. 16, 2017 (54) SYSTEM AND METHOD FOR A G06O 50/20 (2006.01) COMPREHENSIVE INTEGRATED G09B 7/08 (2006.01) EDUCATION SYSTEM (52) U.S. Cl. CPC ................. G09B 7/02 (2013.01); G09B 7/08 (71) Applicant: Edulock, Inc., Reno, NV (US) (2013.01); G09B 19/00 (2013.01); G06O 50/20 (2013.01) (72) Inventors: Patrick M Grimes, Reno, NV (US); Linda S Grimes, Reno, NV (US); Cody M Grimes, Reno, NV (US) (57) ABSTRACT (21) Appl. No.: 15/361,422 (22) Filed: Nov. 26, 2016 Agateway system for providing a comprehensive integrated education system. It is implemented through a cloud-com Related U.S. Application Data puting platform, linking together learning and assessment (62) Division of application No. 14/203,418, filed on Mar. systems, which provide learning, education, and evaluation services for a user, and reward systems, which provide 10, 2014. rewards for a user for Successfully completing learning and (60) Provisional application No. 61/775,623, filed on Mar. education processes, which are connected to the cloud 10, 2013. computing platform. In some embodiments, a user is a student, and a desired reward is access to certain features on Publication Classification the student's electronic computing device. The gateway (51) Int. Cl. system ensures that the student correctly answers certain test G09B 7/02 (2006.01) questions which have been appropriately chosen before G09B 9/00 (2006.01) unlocking those features. NETWORK 104 Gateway 102 DEVICE 106 EDUCATION 108 GATEWAY 102 REWARD 110 ASSESSMENT 112 MOWING FORWARD RETAIL 116 CASH 118 122 WENUE 124 Reward Assessment 110 112 SOCIAL 114 RESULTS 120 Patent Application Publication Mar.
    [Show full text]
  • Analys Av Mobilspel – Varför Fortsätter Vi Spela? Daniel Häggman
    Analys av mobilspel – Varför fortsätter vi spela? Daniel Häggman Examensarbete Medieteknik 2016 Daniel Häggman EXAMENSARBETE Arcada Utbildningsprogram: Medieteknik Identifikationsnummer: 5699 Författare: Daniel Häggman Arbetets namn: Analys av mobilspel - Varför fortsätter vi spela? Handledare (Arcada): Johnny Biström Uppdragsgivare: Sammandrag: I det här arbetet behandlas mobilspel och mobilspelsmarknaden. Fokuspunkten har huvudsakligen legat på vad som gör mobilspel beroendeframkallande och den stora mobilspelsmarknaden. Syftet är därför att belysa mobilspelsberoende och lyfta fram faktorer som utvecklare använder för att designa ett mobilspel och göra det beroendeframkallande. Arbetet är en litteraturstudie i kombination med egen kvalitativ undersökning av spelen. Jag har spelat de populäraste spelen på marknaden och undersökt gemensamma och intressanta faktorer i dem. Jag beskriver, ur ett första persons perspektiv, vad som händer och vad man ser när man spelar. Forskade faktorer har framställts och analyserats, ur de här har egna hypoteser kommit fram och vissa av faktorerna har kopplats till redan existerande teorier inom beteendepsykologi. I arbetet har endast utvalda spel på smarttelefoner behandlats: Candy Crush Saga, Clash of Clans, Hay Day, Alto’s Adventure och Slotomania Casino Nyckelord: Mobilspel, Beorende, Mobilspelsmarknad, Freemium, Populära mobilspel, Psykologi i speldesign Sidantal: 51 Språk: Svenska Datum för godkännande: 2 DEGREE THESIS Arcada Degree Programme: Medieteknik Identification number: 5699 Author: Daniel Häggman Title: Analys av mobilspel - Varför fortsätter vi spela? Supervisor (Arcada): Johnny Biström Commissioned by: Abstract: In this thesis mobile games and mobile games market are processed. The focus point has mostly been on the mobile games market and what makes mobile games addictive. The goal is to highlight mobile gaming addiction and identify the factors that developers use to design an addictive mobile game.
    [Show full text]
  • Day 1 MCF Master Presentation 19Th June 2019
    From Discovery to Recovery: online sexual abuse of children 19th and 20th June 2019 Hosted by Supported by and @MCFcharityUK #MCFconference www.justgiving.com/mariecollinsfoundation From Discovery to Recovery: online sexual abuse of children 19th and 20th June 2019 Tink Palmer MBE CEO Marie Collins Foundation @MCFcharityUK #MCFconference www.justgiving.com/mariecollinsfoundation Child Sexual Abuse & Exploitation Marie Collins Foundation 19th June 2019 Chief Constable Simon Bailey (QPM) Norfolk Police National policing lead for Child Protection Abuse Investigation (CPAI) & Violence and Public Protection (VPP) Portfolio Peer to Peer reduction from 40,000 global unique identifiers to less than 6,000 664 victims identified in IIOC in 17/18 On average 450 arrests and 700 children safeguarded each month through coordinated activity 18.4m industry Child Sexual UK is one of the top 3 consumers of Abuse Material (CSAM) child abuse live streaming from the referrals globally in 2018 Philippines 66,000 to 80,000 minimum number 114,000 UK related industry of adults with a sexual interest in CSAM referrals in 2018 children in the UK Internet Watch Foundation (IWF) 25th and 26th September 2019 Macdonald Burlington Hotel, Birmingham From Discovery to Recovery: online sexual abuse of children 19th and 20th June 2019 John Carr OBE International Safety Consultant @MCFcharityUK #MCFconference www.justgiving.com/mariecollinsfoundation Today’s internet: the remaining challenges in online child protection John Carr OBE Marie Collins Foundation: International
    [Show full text]
  • Cybercraft, a Security Serious Game
    POLITECNICO DI TORINO Master Degree in COMPUTER ENGINEERING CyberCraft, a security serious game Advisors Candidate Prof. Antonio Lioy Lu Yang Eng. Andrea Atzeni Dicembre 2018 Acknowledgements I need to express my great thank to my guide, professor Antonio Lioy and engineer Andrea Atzeni, for their patience and their help during the thesis. Also, special thanks to the company MAVI Interactive for the kind offer of access to its games, as well as Circadence for additional information about its products. Finally, my thanks are dedicated to my parents, for their great concern and their constant reminder and suggestions. 2 Contents List of Figures 6 1 Introduction 7 2 Why not learn 10 2.1 Principles of learning................................... 10 2.2 Driving forces....................................... 11 2.3 Active learning...................................... 12 3 Serious game 16 3.1 What is serious game................................... 16 3.2 Gamification....................................... 17 3.3 Why serious game.................................... 17 3.4 Pedagogic serious games................................. 18 3.5 Tangential learning.................................... 20 3.6 Some serious games on the market........................... 24 3.7 Case study........................................ 25 4 Theories and techniques from entertainment games 29 4.1 Flow............................................ 29 4.2 Decisions and skills.................................... 32 4.2.1 Decision scope.................................. 32 4.2.2
    [Show full text]