Why and How Can Co-Creation Lead to the Exclusion of Potential Brand Community Members in the Gaming Sector?”
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Cgcopyright 2013 Alexander Jaffe
c Copyright 2013 Alexander Jaffe Understanding Game Balance with Quantitative Methods Alexander Jaffe A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: James R. Lee, Chair Zoran Popovi´c,Chair Anna Karlin Program Authorized to Offer Degree: UW Computer Science & Engineering University of Washington Abstract Understanding Game Balance with Quantitative Methods Alexander Jaffe Co-Chairs of the Supervisory Committee: Professor James R. Lee CSE Professor Zoran Popovi´c CSE Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters and run lengthy playtests to evaluate the effects of these changes. Only recently has computer science played a role in balancing, through quantitative balance analysis. Such methods take two forms: analytics for repositories of real gameplay, and the study of simulated players. In this work I rectify a deficiency of prior work: largely ignoring the players themselves. I argue that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players. Concretely, I present a formalization of diverse forms of game balance. This formulation, called `restricted play', reveals the connection between balancing concerns, by effectively reducing them to the fairness of games with restricted players. Using restricted play as a foundation, I contribute four novel methods of quantitative balance analysis. I first show how game balance be estimated without players, using sim- ulated agents under algorithmic restrictions. -
Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby
Sociality and Materiality in World of Warcraft Nicholas Anthony Gadsby University College London Department of Anthropology A thesis re-submitted for the degree of Doctor of Philosophy May 2016 1 Declaration I, Nicholas Anthony Gadsby, confirm that the work presented in this thesis is my own. Where information has been derived from other sources, I conform this has been indicated in the thesis. 2 Abstract The focus of my thesis is the role and status of control in the MMO World of Warcraft where one of the primary motivations for player engagement was to eliminate and marginalise contingency at sites across the game that were perceived to be prone to the negative effects of contingency, a process that its developers were to a significant degree complicit in. My field sites traced the activities and lives of gamers across the physical location of London and the south east of the United Kingdom and their online game locations that constituted World of Warcraft and occasionally other online games which included the guild they were a member of that was called ‘Helkpo’. It examines how the transparency attributed to the game’s code, its ‘architectural rules’, framed the unpredictability of players as problematic and how codified ‘social rules’ attempted to correct this shortcoming. In my thesis I dive into the lives of the members of Helkpo as both guild members and as part of the expansive network that constituted their social lives in London. It demonstrates how the indeterminate nature of information in the relations in their social network contrasted with the modes of accountability that World of Warcraft offered, defined by different forms of information termed ‘knowing’ and ‘knowledge’. -
Wotlk EU Manual
Getting Started PC System Requirements OS: Minimum: Windows® XP/Windows Vista®/Windows® 7 (Latest Service Packs) Recommended: 64-bit Windows Vista®/Windows® 7 Processor: Minimum: Intel Pentium® 4 1.3 GHZ or AMD Athlon™ XP 1500+ Recommended: Dual core processor Memory: Minimum: 1 GB RAM Recommended: 2 GB RAM Video: Minimum: NVIDIA® GeForce® FX or ATI Radeon™ 9500 video card or better Recommended: 256 MB NVIDIA® GeForce® 8600 or ATI Radeon™ HD 2600 or better Installation Instructions Place Wrath of the Lich King DVD into your DVD-ROM drive. If your computer has autoplay enabled, an installation window will automatically pop up on your Windows desktop. Click the Install Wrath of the Lich King button and Enter the Next Chapter to follow the onscreen instructions to install Wrath of the Lich King to your hard drive. If the installation window ® does not appear, open the My Computer icon on your desktop and double-click the drive letter corresponding to your DVD-ROM drive to open it. Double-click the Install.exe icon in the DVD-ROM contents and follow the onscreen World of Warcraft ! instructions to install Wrath of the Lich King. Installing DirectX® PC Users Only: You will need to install DirectX 9.0c in order to properly run Wrath of the Lich King. During installation you will be prompted to install DirectX if you do not already have the most up-to-date version installed on your computer Mac System Requirements OS: Minimum: Mac® OS X 10.5.8, 10.6.4 or newer Recommended: Mac® OS X 10.6.4 or newer Processor: Minimum: Intel® Processor Recommended: Intel® Core™ 2 Duo processor Memory: Minimum: 2 GB RAM Recommended: 4 GB RAM Video: Recommended: NVIDIA® GeForce® 9600M GT or ATI Radeon™ HD 4670 or better Installation Instructions Place the Wrath of the Lich King DVD in your DVD-ROM drive. -
Construction of Everyday Reality in a Virtual World: the Case of 'World of Warcraft' a Thesis Submitted to the Graduate Scho
CONSTRUCTION OF EVERYDAY REALITY IN A VIRTUAL WORLD: THE CASE OF ‘WORLD OF WARCRAFT’ A THESIS SUBMITTED TO THE GRADUATE SCHOOL OF SOCIAL SCIENCES OF MIDDLE EAST TECHNICAL UNIVERSITY BY CEYDA YOLGÖRMEZ IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN THE DEPARTMENT OF SOCIOLOGY JULY 2016 Approval of the Graduate School of Social Sciences Prof. Dr. Meliha Altunışık Director I certify that this thesis satisfies all the requirements as a thesis for the degree of Master of Science. Prof. Dr. Sibel Kalaycıoğlu Head of Department This is to certify that we have read this thesis and that in our opinion it is fully adequate, in scope and quality, as a thesis for the degree of Master of Science. Assist. Prof. Çağatay Topal Supervisor Examining Committee Members Assoc. Prof. Erdoğan Yıldırım (METU,SOC) Assist. Prof. Çağatay Topal (METU,SOC) Assist. Prof. Emek Barış Kepenek(Başkent Uni, SOC) I hereby declare that all information in this document has been obtained and presented in accordance with academic rules and ethical conduct. I also declare that, as required by these rules and conduct, I have fully cited and referenced all material and results that are not original to this work. Name, Last name : Signature : iii ABSTRACT CONSTRUCTION OF REALITY IN A VIRTUAL WORLD: THE CASE OF ‘WORLD OF WARCRAFT’ Yolgörmez, Ceyda M.S., Department of Sociology Supervisor : Assist. Prof. Çağatay Topal June 2016, 155 pages While video games came to incite large attention in the Western world, scholarly examinations of these techno-cultural artifacts have also dramatically increased. -
The Storyworld of Warcraft: Exploring Narrative Linearity in an MMORPG
The Storyworld of Warcraft: Exploring Narrative Linearity in an MMORPG Written by Astrid Skov Vanman Supervised by Brian Russell Graham Master’s Thesis in English and Media Studies Aalborg University 1 Table of Contents Introduction .......................................................................................................................................... 4 Theoretical Foundation ........................................................................................................................ 5 Narratology versus Ludology, Taking a Stance ................................................................................... 6 Narratology and Ludology’s own stances ............................................................................................ 9 Ludology ........................................................................................................................................ 10 Narratology .................................................................................................................................... 12 Non-Academic Video Game Analysis, and its stance ................................................................... 15 Traditional Narratology of Film and Literature ................................................................................. 16 Narrative Beginnings ..................................................................................................................... 22 The Medium-Dependence of Video Game Narratives ..................................................................... -
Enter the Next Chapter to World of Warcraft!
Getting Started PC System Requirements OS: Windows XP (Service Pack 3), Windows Vista (Service Pack 1) Processor: Minimum: Intel Pentium 4 1.3 GHz or AMD Athlon XP 1500+ Recommended: Dual Core processor such as the Intel Pentium D or AMD Athlon 64 X2 Memory: Minimum: 512 MB RAM (1 GB required for Vista users) Recommended: 1 GB RAM (2 GB recommended for Vista users) Video: Minimum: 3D graphics processor with hardware transform and lighting with 32 MB VRAM such as an ATI Radeon 7200 or NVIDIA GeForce 2 class card or better. Recommended: 3D graphics processor with vertex and pixel shader capability with 128 MB VRAM such as an ATI Radeon X1600 or NVIDIA GeForce 7600 GT class card or better. Sound: (PC) DirectX-compatible sound card Installation Instructions Place Wrath of the Lich King DVD into your DVD-ROM drive. If your computer has autoplay enabled, an installation Enter the Next Chapter to window will automatically pop up on your Windows desktop. Click the Install Wrath of the Lich King button and follow the onscreen instructions to install Wrath of the Lich King to your hard drive. If the installation window does not World of Warcraft! appear, open the My Computer icon on your desktop and double-click the drive letter corresponding to your DVD-ROM drive to open it. Double-click the Install.exe icon in the DVD-ROM contents and follow the onscreen instructions to install Wrath of the Lich King. Installing DirectX You will need to install DirectX 9.0c in order to properly run Wrath of the Lich King. -
Postmortems from Game Developers.Pdf
POSTMORTEMS FROM Austin Grossman, editor San Francisco, CA • New York, NY • Lawrence, KS Published by CMP Books an imprint of CMP Media LLC Main office: 600 Harrison Street, San Francisco, CA 94107 USA Tel: 415-947-6615; fax: 415-947-6015 Editorial office: 1601 West 23rd Street, Suite 200, Lawrence, KS 66046 USA www.cmpbooks.com email: [email protected] Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where CMP is aware of a trademark claim, the product name appears in initial capital letters, in all capital letters, or in accordance with the vendor’s capitalization preference. Readers should contact the appropriate companies for more complete information on trademarks and trademark registrations. All trademarks and registered trademarks in this book are the property of their respective holders. Copyright © 2003 by CMP Media LLC, except where noted otherwise. Published by CMP Books, CMP Media LLC. All rights reserved. Printed in the United States of America. No part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher; with the exception that the program listings may be entered, stored, and executed in a computer system, but they may not be reproduced for publication. The publisher does not offer any warranties and does not guarantee the accuracy, adequacy, or complete- ness of any information herein and is not responsible for any errors or omissions. The publisher assumes no liability for damages resulting from the use of the information in this book or for any infringement of the intellectual property rights of third parties that would result from the use of this information. -
A Netflix Experience: Reimagining the Direct-To-Consumer Platform
A Netflix Experience: Reimagining the Direct-to-Consumer Platform By Gerardo Guadiana B.F.A. Film and Television New York University, 2014 SUBMITTED TO THE MIT SLOAN SCHOOL OF MANAGEMENT IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY MAY 2020 ©2020 Gerardo Guadiana. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: ____________________________________________________________________ MIT Sloan School of Management May 8, 2020 Certified by: __________________________________________________________________________ Ben Shields Senior Lecturer, Managerial Communication Thesis Supervisor Accepted by: _________________________________________________________________________ Maura Herson Assistant Dean, MBA Program MIT Sloan School of Management 1 A Netflix Experience: Reimagining the Direct-to-Consumer Platform By Gerardo Guadiana Submitted to MIT Sloan School of Management on May 8, 2020 in Partial Fulfillment of the requirements for the Degree of Master of Business Administration. ABSTRACT As the streaming wars intensify, Netflix cannot rely solely on its first-mover advantage to remain at the top and must continue to find ways to differentiate itself from competitors. While Netflix is known for having disrupted content delivery, there are still many innovations it can make to the content itself. By examining uses and gratifications research (i.e., the theory that audiences seek out media to fulfill certain needs), this paper identifies a set of needs for why audiences turn to media that consistently emerge across time and mediums; these needs, which will be referred to as the fundamental gratifications, drive consumer behavior. -
How Does Co-Creation Occur in the Gaming
A Work Project, presented as part of the requirements for the Award of a Master’s Degree in Management from the NOVA – School of Business and Economics HOW DOES CO-CREATION OCCUR IN THE GAMING COMMUNITIES? THE CASE OF LEAGUE OF LEGENDS Joana de Sousa Caramba Student Number: 3671 A Project carried out on the Master’s in Management Program, under the supervision of: Professor Catherine Silveira Lisbon, 23rd May, 2018 Acknowledgements The dissertation that follows wouldn’t be possible without my mentor, Dr. Catherine Silveira, Masters’ Professor in Nova School of Business and Economics. Not only for all the support, guidance, availability and expertise she has provided me, but also for her dedication to this work project. On the same note, to my colleague Beatriz Figueiredo, who was committed thorough the whole process, I give my sincere thank you. Her expertise in the subject and her critical thinking made us go so far and reach interesting insights out of the gaming community. My gratitude goes, as well, to all the gamers who accepted to be interviewed in the aim of this study and shared their personal experience with us. Without them, it would have been impossible to figure out this case-study, this industry and draw any conclusions. The most important thank you goes to my family. To my grandparents for the persistent encouragement and kind words that taught me to be a greater and hardworking person. And an event bigger “thank you” to my parents, for motivating me and for showing me all the opportunities I had in life.