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What Do Players Do in Idle Games?
This is a repository copy of Busy doing nothing? What do players do in idle games?. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/135461/ Version: Accepted Version Article: Cutting, Joe Timothy, Gundry, David Edward and Cairns, Paul Antony orcid.org/0000-0002- 6508-372X (2019) Busy doing nothing? What do players do in idle games? International journal of human-Computer studies. pp. 133-144. ISSN 1071-5819 https://doi.org/10.1016/j.ijhcs.2018.09.006 Reuse This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) licence. This licence only allows you to download this work and share it with others as long as you credit the authors, but you can’t change the article in any way or use it commercially. More information and the full terms of the licence here: https://creativecommons.org/licenses/ Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Busy doing nothing? What do players do in idle games? Joe Cuttinga,∗, David Gundrya, Paul Cairnsa aUniversity of York, Heslington,York, United Kingdom Abstract Idle games – games where waiting for extended periods is an important dynamic – are increasing in popularity. The game Neko Atsume, a mobile game about collecting cats, is an extreme example of this genre where progress can only be achieved when the game is switched off (so-called "progress while gone"). -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
The Work of Game in the Age of Automation
The work of game in the age of automation Fizek, Sonia Rautzenberg, Markus This is the accepted manuscript of an article published in Journal of Gaming and Virtual Worlds available from: DOI: https://doi.org/10.1386/jgvw.10.3.197_2 Editors’ introduction: The work of game in the age of automation Sonia Fizek Markus Rautzenberg The achievements of the first technology might be said to culminate in the human sacrifice; those of the second, in the remote-controlled aircraft which needs no human crew. (Benjamin [1936] 2008: 26) Currently, at the edge of the new digital frontier, automation and smart algorithms are gaining immense social attention, enticing, as mechanization and machines in the previous centuries, as much wonder as awe. Countless magazine headlines paint a fully automated future and ask question about the social significance of automation driven by artificial intelligence. The most recent cover of the MIT Technology Review magazine (July/August 2018 issue) reads: ‘AI and robots are wreaking economic havoc. We need more of them’. Automation seems to be creeping into all aspects of our lives (at least in the developed and industrialized parts of the world), remaining especially noticeable in the context of work (McAfee and Brynjolfsson 2011) and the utilitarian products and processes of the fourth industrial revolution – such as fully automated Tesla’s factories, Google’s driverless cars or Amazon’s automated order and delivery chains, to start with a few most recognizable examples. But, automation is not only altering work. It is changing play too (in the broadest sense of the word). -
The End of Capitalism: Disengaging from the Economic Imaginary of Incremental Games
The End of Capitalism: Disengaging from the Economic Imaginary of Incremental Games Dr Paolo Ruffino University of Liverpool Journal: Games and Culture (2019) Keywords: idle games; incremental games; interpassivity; automation; ’pataphysics Abstract The article investigates how players of the incremental game AdVenture Capitalist write about the end of the game, and the end of capitalism with it. The game visually and mechanically represents the economic imaginary of frictionless capitalism, characterized by endless and self-sufficient growth. AdVenture Capitalist has no end, and does not require the player’s interaction. The analysis shows that players’ responses to their marginalization from an endless simulation are pataphysical: they privilege the particular over the general, the imaginary over the real, the exceptional over the ordinary, and the contradictory over the axiomatic. In so doing, players occasionally raise imaginary solutions to the end of capitalism. Examining the written traces of players’ disengagement from the simulation, the article intervenes in broader debates regarding the effects of games. It concludes that exceptional cases of overinterpretation reveal a complex transformative approach towards video games and the political and economic ideology represented therein. 1 AdVenture Capitalist was released by Hyper Hippo Productions in 2014. It belongs to the genre of incremental and idle games: playful simulations that, once started, keep increasing their internal score regardless of player intervention. These games continue to play themselves and, theoretically, they never end. Player choices while playing the game are geared towards accelerating the overall score as quickly as possible, in the knowledge that (theoretically) the accumulation could continue forever. My aim here is to explore how players of AdVenture Capitalist write about the end of the game, and the end of capitalism with it. -
How Can Game Developers Leverage Data from Online
HOW CAN GAME DEVELOPERS LEVERAGE DATA FROM ONLINE DISTRIBUTION PLATFORMS?A CASE STUDY OF THE STEAM PLATFORM by DAYI LIN A thesis submitted to the School of Computing in conformity with the requirements for the Degree of Doctor of Philosophy Queen’s University Kingston, Ontario, Canada January 2019 Copyright © Dayi Lin, 2019 Abstract EVELOPING a successful game is challenging. Prior work shows that gamers are extremely difficult to satisfy, making the quality of games an important D issue. Prior work has yielded important results from mining data that is available on the online distribution platforms for software applications, helping practi- tioners save valuable resources, and improving the user-perceived quality of software that is distributed through these platforms. However, much of the work on mining online distribution platforms focuses on mining mobile app stores (e.g., Google Play Store, Apple App Store). Video game development differs from the development of other types of software. Hence, knowledge derived from mining mobile app stores may not be directly applicable to game development. In this Ph.D. thesis, we focused on mining online distribution platforms for games. In particular, we mined data from the Steam platform, the largest digital distribution platforms for PC gaming, with over 23,000 games available and over 184 million active i users. More specifically, we analyzed the following four aspects of online distribution for games: urgent updates; the early access model (which enables game developers to sell unfinished versions of their games); user reviews; and user-recorded gameplay videos on the Steam platform. We observed that the choice of update strategy is as- sociated with the proportion of urgent updates that developers have to release. -
``It Started As a Joke'': on the Design of Idle Games
Paper Session 7: Beyond the Stereotypical CHI PLAY'19, October 22–25, 2019, Barcelona, Spain “It Started as a Joke”: On the Design of Idle Games Katta Spiel1;2, Sultan A. Alharthi3, Andrew Jian-Lan Cen2, Jessica Hammer4, Lennart E. Nacke2, Z O. Toups3 and Tess Tanenbaum5 1e-media Research Lab, Katholieke Universiteit Leuven, Leuven, Belgium 2HCI Games Group, Games Institute, University of Waterloo, Waterloo, ON, CA 3Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 4HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA 5Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT The design of these games appears to aim for alternative play With idle games, active withdrawal from the game comprises scenarios and reformulates the range of potential player experi- an essential part of gameplay as players wait for the game state ences. Instead of a singular grand and momentous experience to change over time. This mode of interaction is paradigmatic a traditional videogame is expected deliver in a specific set- for the change of roles technologies have in our lives. However, ting, these games merge with everyday life, offering brief the design elements of idle games are less well understood, and casual engagements [30]. Seeing as one of the early idle particularly from the perspectives of developers. We inter- games—Cow Clicker [G10]—was developed as part of an aca- viewed six designers of six different popular idle games and demic argument [7], researchers’ increased interest in defining inquired into their individual approaches. -
The Azure Playfab Guide to Liveops 2 Contents Part 1: Introduction to Liveops
The Azure PlayFab Guide to LiveOps 2 Contents Part 1: Introduction to LiveOps ..................................................4 The LiveOps Journey ........................................................................................6 Part 2: LiveOps Techniques .........................................................8 Connecting to your Player Base ...................................................................9 Acquisition ....................................................................................................9 Retention ....................................................................................................10 Engagement ...............................................................................................11 Support .........................................................................................................11 Data for LiveOps ..............................................................................................12 Analytics ......................................................................................................12 Segmentation ............................................................................................15 Experimentation .......................................................................................16 Launching with LiveOps................................................................................18 Game Updates .................................................................................................21 Update Strategies .....................................................................................21 -
Neoliberalism and the Corruption of Play in AAA Video Games
Neoliberalism and the Corruption of Play in AAA Video Games Christopher McMahon Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy February 2020 Contents List of Figures ................................................................................................................ 3 Acknowledgements ...................................................................................................... 4 Abstract ........................................................................................................................ 5 Introduction .................................................................................................................. 7 Rationale of Study .................................................................................................... 7 Video Games and Neoliberalism ............................................................................ 13 The Argument ......................................................................................................... 21 Overview of Chapters ............................................................................................. 26 Chapter 1: Conceptualising the Video Game ............................................................. 41 Why AAA Video Games .......................................................................................... 42 Play and Rules ......................................................................................................... 53 Media -
Features & Technology Overview
Features & Technology Overview Last updated June 15, 2016 Executive Summary PlayFab Game Services CrossPlatform Player Accounts Data Storage Title data Catalog data Assets User data Scope Permissions Client access rights Player group data Statistics and Leaderboards Leaderboards Resettable leaderboards Matchmaking Segmentation Ingame commerce Virtual currencies Catalog Drop tables Stores Inventory Trading Realmoney transactions Serverside game logic CloudScript Custom game server hosting Photon Marketing Push notifications News articles Coupon codes Page 1 Crossgame promotions. Targeted stores Social Friends list Friends leaderboards Chat PlayStream Event Pipeline Event Debugger Rules Engine Realtime Player Segmentation Webhooks Event History Event Replay S3 Archive PlayFab Game Manager Permissions Dashboards and Reporting Audit log Customer support Developer Tools API Multiplatform SDKs Addon Marketplace PlayFab Technology PlayFab Architecture API technology stack PlayStream technology stack CloudScript technology stack Custom game server technology stack Scalability Availability Service monitoring Incident management Limits Security Data backup and restore Development Process Steps for developing and deploying changes Load Testing Adventure Capitalist Launch API Performance for AdCap Future Roadmap Page 2 Executive Summary This white paper provides an overview of all PlayFab features, the technology used to build and operate PlayFab, and the processes followed to create, deploy, monitor, and maintain the entire platform. It’s meant to be a living document, updated frequently to keep up with the rollout of new features. This white paper is not meant to be a technical reference, or howto guide, however. Some features listed here as single features live across multiple APIs and are exposed in multiple places in the game manager web application.