Here All Potential Players Can Play Together, Since a Player’S Disability Van- Ishes Behind the Screen

Total Page:16

File Type:pdf, Size:1020Kb

Here All Potential Players Can Play Together, Since a Player’S Disability Van- Ishes Behind the Screen 1 Bauhaus-University Weimar Faculty of Media Studiengang Mediensysteme Out of Sight Navigation and Immersion of Blind Players in Text-Based Games Bachelor Thesis Katharina Spiel Student Number 50423 Born 12th of February 1986 in Deggendorf, Germany 1. reviewer: Prof. Dr. Sven Bertel 2. reviewer: Dr. Michael Heron Date of Submission: 10th of September 2012 For Frank Because, man, without you this would never have happened. Contents 1 Introduction 9 1.1 Behind the Scenes . .9 1.2 Research Questions . 11 1.3 On Display . 13 2 Literature Review 14 2.1 Immersion . 14 2.1.1 What is Immersion? . 15 2.1.2 Parameters of Immersion . 17 2.2 Playstyles in (Multiplayer) Interactive Fiction . 21 2.3 Players with Visual Impairment . 22 2.4 Games for Visually Impaired Players . 24 2.5 Perception in Navigation . 26 3 Motivation 31 4 Design of Research 34 4.1 Hypothesis . 34 4.2 Game Setup . 36 4.3 Metrics Used . 39 4.3.1 Time on Task . 39 4.3.2 Audio Recordings . 39 4.3.3 Logs of the Sessions . 40 4.3.4 Questionnaires . 41 4.4 Setup of Pilot Study . 42 2 4.5 Findings of Pilot Study and Modification for Main Study . 43 4.6 Main Study . 48 4.6.1 Setup of Main Study . 48 4.6.2 Participants of Main Study . 48 5 Results of Main Study 49 5.1 Task Report . 49 5.2 Logs . 51 5.3 Audio Data . 54 5.4 Questionnaires . 55 5.4.1 MUD-IF Experience Questionnaire . 55 5.4.2 Out-Of-Game Questionnaire . 55 5.4.3 In-Game Questionnaire . 55 5.4.4 Navigation Questionnaire . 57 5.5 Comments . 60 6 Discussion and Conclusion 62 6.1 Expected vs. Actual Results . 62 6.1.1 Navigation . 63 6.1.2 Immersion . 64 6.2 Applications of Research . 65 6.3 Adequacy of Research . 66 6.4 Limitations of Work . 67 6.5 Future work . 69 A Raw Interviews with Blind MUD-Players 81 A.1 Interview with M, conducted March 9th, 2012 . 81 A.1.1 Additional Talk about Navigation, conducted April 27th, 2012 . 86 A.2 Interview with A, conducted March 11th 2012 . 87 A.3 Interview with C, conducted March 13th, 2012 . 91 B Modifications on the Game Environment 95 B.1 Modifications before Pilot Study . 95 B.2 Modifications after Pilot Study . 96 3 B.2.1 Doors . 96 B.2.2 NPCs . 97 B.3 Commands Changed . 98 C Structure of Further Tests Derived from Pilot Study 99 D Welcome Text 101 E Task Descriptions 102 E.1 Original Quest Description . 102 E.2 Pilot Study . 103 E.3 Main Study . 103 F Questionnaires 104 F.1 Interactive Fiction (IF) and Multi-User-Dungeon (MUD) Experience Questionnaire . 104 F.2 Questionnaires for Pilot-Study . 106 F.3 Questionnaires for Main Study . 111 G Task Report for Main Study 119 H Study Data 120 H.1 Overview of Participants of Pilotstudy . 120 H.2 Statistical Data . 121 H.3 Protocols . 121 H.4 Logs . 122 H.5 Audio Data . 123 H.6 Questionnaires . 125 I Heatmaps 129 J Visualised Audio Data 132 4 List of Figures 2.1 Flow in Psychology . 20 2.2 Playstyles that occur in MUDs . 21 2.3 Allocentric vs. Egocentric . 27 4.1 Illustration of Hypothesis . 35 4.2 Original Layout of the Live Game . 37 4.3 Map of the Test Setup . 37 4.4 ASCII-Map in Original Game . 38 4.5 Overview of Utterances in Pilot Study . 45 5.1 Navigation Learning Curves . 49 5.2 Command Error Rate . 51 5.3 Movement Analysis . 52 5.4 Example Heatmap . 53 5.5 Immersion Values . 56 5.6 Time on Estimation Tasks . 57 5.7 Time on Location Tasks . 58 I.1 BA Heatmap . 129 I.2 BE Heatmap . 130 I.3 SA Heatmap . 130 I.4 SE Heatmap . 131 J.1 Utterances and Transitions – BA . 132 J.2 Utterances and Transitions – BE . 133 5 J.3 Utterances and Transitions – SA . 133 J.4 Utterances and Transitions – SE . 134 6 List of Tables 4.1 Navigation of Blind and Sighted Players . 34 5.1 Group Audio Data - Time Percentages . 54 5.2 Results in Tasks of the Navigation Questionnaire . 59 B.1 Additional Explanation of Commands in Newbie Area . 98 H.1 Participants in the Pilot Study . 120 H.2 Average Age . 121 H.3 Time Intervalls on Tasks . 121 H.4 Log Analysis I . 122 H.5 Log Analysis II . 122 H.6 Audio Logs Time . 123 H.7 Utterances of Speech Categories . 123 H.8 Transitions . 124 H.9 In-Game Questionnaire - Free Answers . 125 H.10 Immersion Questionnaires . 126 H.11 Navigation Questionnaire - Text Answers . 127 H.12 Navigation Questionnaire - Location Tasks . 127 H.13 Navigation Questionnaire - Estimation Tasks . 128 7 Chapter 1 Introduction 1.1 Behind the Scenes If gaming, especially collaborative gaming, is considered as a social interaction, the development of collaborative online games opens up new questions: How can game designers ensure that players with different abilities in their everyday lives interact as equals playing the same game? How do they enhance their game with a potential experience of immersion that appeals to all potential players? Creating an interesting and immersive game without an exclusively visual in- terface requires different methods than developing games that heavily rely on their visual interface. Representation of the game environment works differently, as does navigation in it. Text based online roleplaying games attract blind and sighted play- ers alike. However, these two groups navigate using different approaches in their everyday lives (compare amongst others Loomis et al. 1993 or Noordzij, Zuidhoek, and Postma 2006). Further on this paper also attempts to assess whether different navigation systems influence the immersive quality of a game and how this relates to their everyday experiences. Blind players of text based games say that they use this form of gaming to experience sensual feedback that they do not have in their everyday interactions with their environment: 8 "I’m playing to be sighted."1 Gaming is effective as a relaxation activity, similarly to the function of TV (com- pare Engell 2000), for example, this is because they feature repetitive activities such as those found in hack-and-slash2-themed games. However, gaming also works as social activity (compare Caillois 1958/2001, p. 37-42). In multiplayer text based online games, cooperative playing with sighted players on equal terms is not only possible, but also encouraged. Which parameters create immersion for the blind player is not necessarily obvi- ous though. In the 2010 documentary movie Get Lamp, an interviewed blind player explains how they interact with the game: "And then I walk into that room and it says: ’It’s pitch black dark.’ and I just think: ’Welcome to my life.’" This shows that immersion is a subjective term, though this does not keep re- searchers from investigating features which could help increase the immersive feel- ing of games, books and movies. Multiplayer text based online games are interesting to explore as a potential space where all potential players can play together, since a player’s disability van- ishes behind the screen. If it is revealed, it might at first be surprising to others, but soon become part of the normal (compare Foucault 2003/1974-1975). The research presented in this thesis has been conducted by a sighted re- searcher. However, the assistance of blind and visually impaired players has been actively sought out to address potential bias issues. They were included in the research whenever it was possible. The addictive qualities of computer games and whether they even exist are ac- tively discussed in the scientific community (compare for example: Ahn and Ran- dall 2007, Griffiths 2004 or Gruesser, Thalemann, and Griffith 2007). However, this topic is not discussed here, despite degree of immersion playing a big role in assessing addictive qualities of games. Immersive qualities of a computer game are not tied only to extraordinarily detailed graphics or hyper-realistic environments. Simple games like Puzzle Quest or Tetris can cause intense focus in their players. 1’Get Lamp’, Jason.
Recommended publications
  • GNU/Linux AI & Alife HOWTO
    GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2
    [Show full text]
  • Adapting Game Content with a Player Typology
    Lappeenranta-Lahti University of Technology LUT School of Engineering Science Software Engineering Master's Programme in Software Engineering and Digital Transformation Mika Savolainen ADAPTING GAME CONTENT WITH A PLAYER TYPOLOGY Examiners: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander Supervisor: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander TIIVISTELMÄ Lappeenrannan-Lahden teknillinen yliopisto School of Engineering Science Tietotekniikan koulutusohjelma Master's Programme in Software Engineering and Digital Transformation Mika Savolainen Pelisisällön mukauttaminen pelaajatypologialla Diplomityö 2019 54 sivua, 3 kuvaa, 13 taulukkoa, 2 liitettä Työn tarkastajat: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander Hakusanat: pelit, pelaajatyypit, pelaajatypologia, pelinkehitys Keywords: video games, player types, player typology, game development Tämä diplomityö tutkii pelaajatypologian käyttöä peliominaisuuksien suunnitteluun ja kehittämiseen. Tätä varten toteutetaan kirjallisuuskatsaus ja kartoitetaan eri pelaajatypologioita, jonka avulla luodaan uusi pelaajatypologia. Tämän typologian perusteella suunnitellaan peliominaisuuksia, jotka lisätään toimintaseikkailupeliin. Pelaajatyyppien ja peliominaisuuksien välinen korrelaatio testataan tapaustutkimuksessa ja tulokset analysoidaan Pearsonin ja Spearmanin korrelaatiokertoimilla. ii ABSTRACT Lappeenranta-Lahti University of Technology LUT School of Engineering Science Software Engineering Master's Programme in Software Engineering and Digital
    [Show full text]
  • Simon Lindh Online Computer Game English Engelska C-Uppsats
    Estetisk-filosofiska fakulteten Simon Lindh Online computer game English A study on the language found in World of Warcraft Engelska C-uppsats Termin: Vårterminen 2009 Handledare: Moira Linnarud Karlstads universitet 651 88 Karlstad Tfn 054-700 10 00 Fax 054-700 14 60 [email protected] www.kau.se Abstract Titel: Online computer game English - A study on the language found in World of Warcraft Författare: Simon Lindh Engelska C, 2009 Antal sidor: 27 Abstract: The aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the study will compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the language of World of Warcraft differs from Standard English on several aspects, primarily in the use of abbreviations. This is supported by secondary sources. The results also show that the use of language is probably not based on the desire to deliver a message quickly, but rather to reach out to people. In addition, the results show that the language found in World of Warcraft is more advanced than a simple effort to try to imitate speech, thereby performing more than written speech. Nyckelord: computer game, World of Warcraft, Internet language, Netspeak, abbreviation, emoticons Table of contents 1.
    [Show full text]
  • Technology Innovation and the Future of Air Force Intelligence Analysis
    C O R P O R A T I O N LANCE MENTHE, DAHLIA ANNE GOLDFELD, ABBIE TINGSTAD, SHERRILL LINGEL, EDWARD GEIST, DONALD BRUNK, AMANDA WICKER, SARAH SOLIMAN, BALYS GINTAUTAS, ANNE STICKELLS, AMADO CORDOVA Technology Innovation and the Future of Air Force Intelligence Analysis Volume 2, Technical Analysis and Supporting Material RR-A341-2_cover.indd All Pages 2/8/21 12:20 PM For more information on this publication, visit www.rand.org/t/RRA341-2 Library of Congress Cataloging-in-Publication Data is available for this publication. ISBN: 978-1-9774-0633-0 Published by the RAND Corporation, Santa Monica, Calif. © Copyright 2021 RAND Corporation R® is a registered trademark. Cover: U.S. Marine Corps photo by Cpl. William Chockey; faraktinov, Adobe Stock. Limited Print and Electronic Distribution Rights This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only. Unauthorized posting of this publication online is prohibited. Permission is given to duplicate this document for personal use only, as long as it is unaltered and complete. Permission is required from RAND to reproduce, or reuse in another form, any of its research documents for commercial use. For information on reprint and linking permissions, please visit www.rand.org/pubs/permissions. The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. RAND is nonprofit, nonpartisan, and committed to the public interest. RAND’s publications do not necessarily reflect the opinions of its research clients and sponsors.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Vulnerability and Growth in Video Game Narratives 2019
    Master's thesis Thomas Fusdahl Vulnerability and Growth in Video Game Narratives 2019 Master's thesis Approaches to Storytelling in Dark Souls 3 and Thomas Fusdahl Hellblade: Senua's Sacrifice NTNU May 2019 Faculty of Humanities Department of Design Norwegian University of Science and Technology Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Thomas Fusdahl Medievitenskap Submission date: May 2019 Supervisor: Sara Brinch Norwegian University of Science and Technology Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Master’s thesis Master’s Supervisor: Sara Brinch May 2019 NTNU Faculty of Humanities Faculty of Humanities Faculty Norwegian University of Science and Technology of Science University Norwegian Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Supervisor: Sara Brinch May 2019 Norwegian University of Science and Technology Faculty of Humanities Faculty of Humanities Acknowledgments: After finally finishing I want to thank the people who believed in me when I didn’t. Most of all my parents for both financial and moral support. I couldn’t have done it without you. Additionally, I want to thank my supervisor Sara Brinch for her understanding and support and helping me believe in the project. Lastly, I want to give a shout out to the Easy Allies, an online media outlet that has made it fun to stay engaged in both the culture and business of video games.
    [Show full text]
  • Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
    UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado.
    [Show full text]
  • Fitzgerald, Mary Ann, Ed. Educational Media and Technology Yearbook, 1999. Vo
    DOCUMENT RESUME ED 426 691 IR 019 409 AUTHOR Branch, Robert Maribe, Ed.; Fitzgerald, Mary Ann, Ed. TITLE Educational Media and Technology Yearbook, 1999. Volume 24. INSTITUTION ERIC Clearinghouse on Information and Technology, Syracuse, NY.; Association for Educational Communications and Technology, Washington, DC. SPONS AGENCY Office of Educational Research and Improvement (ED), Washington, DC. ISBN ISBN-1-56308-636-0 ISSN ISSN-8755-2094 PUB DATE 1999-00-00 NOTE 293p.; For individual papers, see IR 539 310-322. For the 1998 yearbook, see IR 018 687. CONTRACT RR93002009 AVAILABLE FROM Libraries Unlimited, Inc., P.O. Box 6633, Englewood, CO 80155-6633; Tel: 800-237-6124 (Toll Free); Web site: http://www.lu.com ($65; $78 outside North America). PUB TYPE Books (010)-- Collected Works General (020) Reference Materials Directories/Catalogs (132) EDRS PRICE MF01/PC12 Plus Postage. DESCRIPTORS Bibliographies; Computer Uses in Education; Distance Education; Doctoral Programs; *Educational Development; *Educational Media; *Educational Technology; Educational Trends; Elementary Secondary Education; Foreign Countries; Graduate Study; Higher Education; Instructional Design; Leadership; Library Education; Masters Programs; *Professional Associations; Professional Development; Resource Materials; Schools of Education; Student Motivation; Telecommunications; World Wide Web; Yearbooks IDENTIFIERS Canada; Gilbert (Thomas); Technology Integration; United States ABSTRACT The purpose of this yearbook is to highlight multiple perspectives about educational
    [Show full text]
  • Aardwolf Mushclient Download
    Aardwolf mushclient download click here to download Download the Aardwolf version of Mushclient and start playing today! Get the Aardwolf MUSHclient Package installer at. Contribute to aardwolfclientpackage development by creating an account on GitHub. Join GitHub today. GitHub is home to over 20 million developers working together to host and review code, manage projects, and build software together. Sign up. MUSHclient scripts for Aardwolf MUD. 1, commits · 2 branches · 8 releases · 2 contributors · GPL · Lua %. Lua. Clone or download. This page has download links for two variants of the Aardwolf MUSHclient Package installer. The only difference between them is that the one called the "non-visual base" installer initially loads a different default set of plugins in the Aardwolf world file, eschewing graphical plugins that are incompatible with text to speech. A short video showing how to download and setup Bastmush plugin package for aardwolf using MUSHclient. Shows how to install plugins for the MUD client program "MUSHclient", to help play the game Aardwolf. More. Free Download MUSHclient - Pre - Play Aardwolf on your computer without significant efforts by turning to this MUSH client package that requir. 7. www.doorway.ru you can download them here www.doorway.ru and also look up information related to them. All are written in LUA so that they WILL work on LINUX (using wine 'emulated' mushclient) Enjoy, Onoitsu2 (Venificius on Aardwolf). [Go to top] top Aardwolf Look and scan to. MUSHclient plugins. Aardwolf_Campaign_Noter. This shows your current Aardwolf campaign objectives in a miniwindow. See this forum post for more details: Miniwindow plugin - campaign tracker for See description inside the plugin for more details.
    [Show full text]
  • List of TCP and UDP Port Numbers from Wikipedia, the Free Encyclopedia
    List of TCP and UDP port numbers From Wikipedia, the free encyclopedia This is a list of Internet socket port numbers used by protocols of the transport layer of the Internet Protocol Suite for the establishment of host-to-host connectivity. Originally, port numbers were used by the Network Control Program (NCP) in the ARPANET for which two ports were required for half- duplex transmission. Later, the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) needed only one port for full- duplex, bidirectional traffic. The even-numbered ports were not used, and this resulted in some even numbers in the well-known port number /etc/services, a service name range being unassigned. The Stream Control Transmission Protocol database file on Unix-like operating (SCTP) and the Datagram Congestion Control Protocol (DCCP) also systems.[1][2][3][4] use port numbers. They usually use port numbers that match the services of the corresponding TCP or UDP implementation, if they exist. The Internet Assigned Numbers Authority (IANA) is responsible for maintaining the official assignments of port numbers for specific uses.[5] However, many unofficial uses of both well-known and registered port numbers occur in practice. Contents 1 Table legend 2 Well-known ports 3 Registered ports 4 Dynamic, private or ephemeral ports 5 See also 6 References 7 External links Table legend Official: Port is registered with IANA for the application.[5] Unofficial: Port is not registered with IANA for the application. Multiple use: Multiple applications are known to use this port. Well-known ports The port numbers in the range from 0 to 1023 are the well-known ports or system ports.[6] They are used by system processes that provide widely used types of network services.
    [Show full text]
  • Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
    FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds.
    [Show full text]
  • Mud Connector
    Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.
    [Show full text]