Game Design What Women Want Investig Aming

Total Page:16

File Type:pdf, Size:1020Kb

Game Design What Women Want Investig Aming game design classroom what men want InvestiGaming.com • tag 1 workforce social context IT Careers gender stereotypes tweens casual games brain research preschool console gamesspatial ability competition learning educational games computers storytelling .com WII teens age estiGamin nv Research Findings g i on Gender and Games avatars gender identity elementary school violence boys masculine feminine high school modding MMO grade school hypersexualized gender equity middle school aggression investiGaming gaming culture sexuality player demographics children motivations narrative ethnicity girl games arcade www. psychology game industry cooperation self-esteem pink games feminism research what women wantplayer types gender theories 2 Preface and Contents • InvestiGaming.com Preface This book was created to live in game design conference rooms, game design classrooms, game industry professionals’ and gaming researchers’ bookshelves. Selected highlights from the investiGaming.com gateway to About investiGaming research on gender and gaming can be perused for inspiration. They point to the more complete online citations and abstracts Credits and contact information in our ever expanding online resource. Tag Cloud Highlights This print publication and the online investiGaming.com Avatars .............................................................................. 7 gateway were partially supported by grant 0631771 from the National Science Foundation to Professor Carrie Heeter and Children .......................................................................... 13 Associate Professor Brian Winn in the Games for Entertainment Classroom Context ......................................................... 18 and Learning (GEL) Lab, Department of Telecommunication, Information Studies, and Media, at Michigan State University. Game Design ................................................................... 24 Game Industry ................................................................ 31 The opinions expressed are those of the authors and do not Gaming Culture .............................................................. 37 represent Michigan State University or the National Science Foundation. Gaming Social Context ................................................... 41 Gender Equity ................................................................. 47 Gender Identity .............................................................. 52 Gender Inclusive ............................................................. 57 Gender Stereotypes ....................................................... 62 Gender Theories ............................................................. 71 Genre (MMO) ................................................................... 74 Genre Educational Games ............................................. 78 IT Careers......................................................................... 83 Learning Outcome .......................................................... 89 Motivations ..................................................................... 93 Player Demographics ..................................................... 99 Sexuality........................................................................ 104 Violence ......................................................................... 111 What Women Want ....................................................... 116 Workforce ...................................................................... 125 InvestiGaming.com • About 3 About this book Designing games to appeal to female and male players may Readers are encouraged to visit investiGaming.com online to seem elusive, but gender and gaming has been and continues retrieve the abstract and additional information about particular to be the focus of hundreds of research studies. studies of interest. investiGaming.com is an online gateway to academic and This is not a literature review. Research highlights related to industry research on gender and gaming. The gateway was gender and gaming were pulled from the abstract or full text of created by Michigan State University Professor Carrie Heeter each research citation and then organized by subtopics. and a team of Serious Game Design faculty, students, and Different highlights may contradict each other, because they consultants with funding from the National Science Foundation. came from different articles and because the authors had As of July, 2009, the investiGaming.com gateway includes 410 contradictory perspectives. We do not synthesize or integrate, research citations, 319 abstracts, and 271 full text links. but simply list what appear to be highlights of interest related The online gateway can be searched, browsed by topic using a to gender and gaming. tag cloud interface to find research on particular subjects, or the complete citation list viewed in its entirety. The Collection Casts a Wide Net This book reprints selected investiGaming.com content ■ Academic Research associated with 26 of the most frequently occurring subject ■ Industry Research tags. The three most frequent tags are What Women Want, Gender Stereotypes and Game Design, each with 32 research ■ Gender and Gaming citations related to gender and gaming sharing that tag. ■ Gender and Computing Some popular tags relate to who plays games, how, and why, ■ Other Gender Research with Implications for Gaming including Player Demographics (17), Player Motivations (23), Gaming Culture (16), and Gaming in Social Contexts (29). A Gateway for Game Industry Professionals Women in the gaming industry and approaches to attract girls ■ Quick Search hundreds of abstracts to IT careers are a frequent focus of research found in the Game ■ Browsable Tag Cloud Industry (22), Workforce (20), and IT Careers (24) tags. ■ Research highlights Gender and gaming as it relates to Avatars (26), Sexuality (23), MMOs (14), and Violence (18) are frequent foci of media and A Resource for Academic Games Research research attention. ■ Extensive bibliography Research about gender, children and gaming (17) is presented ■ overall and subdivided by age into Preschool (5), Elementary Hundreds of abstracts School (6), Middle School (14), and High School (11). Some ■ Links to retrieve full articles research has looked at gender and Educational Games (16), Gaming in Classroom Context (15), and Learning Outcomes A Resource for Game Design Students (15). ■ Use the gateway during project brainstorming Gender Inclusive Games (16) and Gender Equity (20) ■ Independent study or special topics courses to critically are frequent tags, as are Gender Identity (17) and Gender interpret research implications for game design Theories (9). What Are We Missing? Each tag forms a chapter, beginning with a “scope definition” for unfamiliar terms, followed by research highlights related ■ Please email Carrie ([email protected]) to request that we add to gender and gaming pulled by investiGaming student your current and future work! researchers from the abstracts and articles of investiGaming.com entries which share this tag. Research highlights are followed by the complete list of citations associated with the tag. 4 Credits • InvestiGaming.com Credits Project Leader and Senior Editor Consultants Professor Carrie Heeter Ruta Sevo Department of Telecommunication, Independent consultant and writer, Information Studies, and Media [email protected] Michigan State University http://momox.org [email protected] http://seriousgames.msu.edu | http://gel.msu.edu/carrie/ Solveig Zarubin Producer, Playfirst Co-Editor [email protected] Brian Winn http://sunpathgames.blogspot.com/ | http://www.playfirst.com/ Associate Professor and GEL Lab Director Department of Telecommunication, Yasmin Kafai Information Studies, and Media Professor, Graduate School of Education, Michigan State University University of Pennsylvania [email protected] [email protected] http://seriousgames.msu.edu | http://gel.msu.edu/winn/ http://www.gse.upenn.edu/faculty/kafai LULU Press Book Design Andy Detskas Darcy Drew Greene Lead Online Designer Associate Professor School of Journalism [email protected] Michigan State University http://www.andyandyandy.com/ [email protected] http://commtechlab.msu.edu/principals/darcy.html Student Editors Jessica Knott Editors and Graduate Research Assistants Education & Serious Game Design MA Student Rosalie Blank [email protected] MSU Serious Game Design MA Student (current) http://vudat.msu.edu/eproducers/ [email protected] Kacie Schaeffer Mary Stanish Serious Game Design MA Student MSU Serious Game Design MA Student (graduated) [email protected] [email protected] http://www.sass-studio.com/ Jason Giroux Game Design and Development Specialization Jillian Winn [email protected] Digital Media Arts and Technology MA Student (graduated) http://darguth.alaerth.net/GamePortfolio [email protected] Brad Haggadone Game Design and Development Specialization [email protected] InvestiGaming.com • Avatars 5 Avatars (26) Gender stereotyped avatar designs ■ Female characters were more likely to play the role of a Selected highlights from the AVATARS tag “prop” or “bystander”. (Glaubke, 2001) (Each highlight is associated with one or more entries ■ Female game characters are routinely represented in a in the investiGaming collection. The authors’ last name narrowly stereotypical manner; for example, as princesses and year of publication is referenced after the highlight. or wise old women in fantasy games, as objects waiting Complete citations for all 26 investiGaming.com
Recommended publications
  • Saving Face Mova Closes in on Reality in Digital Imaging, Hoping to Make the Process So Easy That Animators — and Someday Consumers — Can Just Create
    www.MercuryNews.com Tech Monday JULY 31, 2006 MOVA In the Mova process, fluorescent child’s makeup is applied to a person’s face — such as this writer’s. A hundred thousand images are captured with 44 cameras, then synthesized into a single 3-D computer model artists can manipulate. SAVING FACE MOVA CLOSES IN ON REALITY IN DIGITAL IMAGING, HOPING TO MAKE THE PROCESS SO EASY THAT ANIMATORS — AND SOMEDAY CONSUMERS — CAN JUST CREATE By Dean Takahashi ley” first described by Japanese robot- that rely on soft body tissue. Mercury News maker Masahori Mori in 1970. Mori Mova hopes to make the process of observed that the more inventors tried converting real-life images into digital When it comes to creating realistic to create a realistic human-like robot, form so easy that artists will be able to characters in video games, computer the more artificial it looked. spend more time being creative, artists have made brilliant replicas but Four years ago, Perlman anticipated Perlman says. One day, he hopes that they still struggle with the last frontier: that the last frontier for computer consumers themselves will be able to making a human face that acts like the artists would be human faces. With a use the technology to create their own real thing. small team, he created Contour, a tool lifelike computer animations. The gap between what players see that combines the images from 44 cam- “Contour takes us from motion cap- on the screen, and what they expect, is eras into a three-dimensional image of ture to reality capture,” said Perlman.
    [Show full text]
  • Theescapist 042.Pdf
    putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness.
    [Show full text]
  • Scb Fall 2008
    SCB FALL 2008 SCB: TRULY INDEPENDENT SCB DISTRIBUTORS IS Dokument PROUD TO INTRODUCE Drago Inner Health Books Park It! Guides Tavin Press SCB: TRULY INDEPENDENT Cover photo of John Lee Hooker, Legendary American Bluesman Courtesy of Jay Blakesberg From his Traveling on a High Frequency, Rock Out Books, 2008 Further details on Page 8 of this SCB Catalogue Cover & Catalog Design by Rama Crouch-Wong Layout by Dan Nolte The Tarot of Perfection A Book of Tarot Tales By Rachel Pollack A collection of wildly imaginative tales of tarot, divination and desire from an award- winning author of fantasy and science fiction. Profound, touching and funny, these stories open fresh ways of seeing and meditating on tarot cards, providing provocative new insights and spiritual truths about the familiar archetypes of the tarot deck. These vivid, dreamlike fantasies invite readers to rearrange expectations while imagining the impossible. Rachel Pollack, considered one of the world's foremost authorities on modern tarot, was born in New York in 1945. She holds a BA, cum laude, in English from NYU, where she has taught, and an MA from Claremont Graduate School. She is also a poet, an award-winning novelist, and a tarot card and comic book artist. She has published 12 books on the tarot, including 78 Degrees of Wisdom (Thorsons, 1998). LIFETIME AUTHOR SALES: 200,000 COPIES She is a member of the ATA, the ITS, and the TGA. She has taught at the Institute for 15 years and has been conferred Tarot Grand Master by the Tarot Certification Board. She has also won the Arthur C.
    [Show full text]
  • Trigger Happy: Videogames and the Entertainment Revolution
    Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85
    [Show full text]
  • Activision Blizzard Names World of Warcraft® Executive Producer J
    Activision Blizzard Names World of Warcraft® Executive Producer J. Allen Brack As New President of Blizzard Entertainment October 3, 2018 Company Appoints Ray Gresko as Chief Development Officer and Blizzard Founder Allen Adham to Executive Leadership Team SANTA MONICA, Calif.--(BUSINESS WIRE)--Oct. 3, 2018-- Activision Blizzard, Inc. (Nasdaq: ATVI) today announced the appointment of Blizzard veteran and World of Warcraft® Executive Producer J. Allen Brack as the new president of Blizzard Entertainment succeeding Mike Morhaime, who will remain a strategic advisor to the company. The company also announced the appointments of Chief Development Officer Ray Gresko and Blizzard Founder Allen Adham to Blizzard’s executive leadership team. “J. has been with Blizzard for over 12 years leading the World of Warcraft team, and it takes vision, creativity and unwavering commitment to excellence to sustain a community of players the way J. has for over a decade,” said Bobby Kotick, CEO of Activision Blizzard. “J. is an inspiring leader. He has shown unwavering commitment to our community, to innovation and creative excellence and he cares deeply about ensuring the very best of Blizzard culture will be protected.” “I am also excited to have Allen Adham, Blizzard’s founder, who rejoined the company two years ago and Ray Gresko, Blizzard’s Chief Development Officer, join Blizzard’s executive leadership team. I have known both Allen and Ray for more than 25 years and they are two of the most capable entrepreneurs in the game industry. They will help make certain that inspiration and creativity remains the focus of Blizzard,” said Kotick.
    [Show full text]
  • TAG, It's You! a NEW SPIN on an OLD GAME
    Student Life Magazine The University of Advancing Technology Issue 5 SUMMER/FALL 2009 03 TAG, IT’S YOU A New Spin on an Old Game S N A P I T 50 D IGITAL DREAMS DO COME TRUE a Western Short FILM Destined for Greatness 24 Rise to The Surface Three Students Build a Multi-Touch Computer $6.95 SUMMER/FALL T.O.C. • • • LOOK FOR THESE MICROSOFT TAGS 04 TAG, IT'S YOU! A NEW SPIN ON AN OLD GAME TA B L E O F CON T E N T S GEEK 411 ISSUE 5 SUMMER/FALL 2009 ABOUT UAT 10 WE’RE TAKING OVER THE WORLD. JOIN US. 32 GET GEEKALICIOUS: T-SHIRT SALE 41 THE BRICKS (OUR AWESOME FACULTY) 49 THE MORTAR (OUR AWESOME STAFF) INSIDE THE TECH WORLD FEATURE 6 BIG BRAIN EVENTS STORIES 26 DEADLY TALENTED ALUMNI 35 WHAT'S YOUR GEEK IQ? 36 GO PLAY WITH YOUR DOTS 24 RISE TO THE SURFACE 38 WHAT’S HOT, WHAT’S NOT ThE RE STUDENTS BUILD A MULTI-TOUCH COMPUTER 42 DAYS OF FUTURE PAST 45 GADGETS & GIZMOS GEEK ESSENTIALS 12 GEEKS ON TOUR 18 DAY IN THE LIFE OF A DORM GEEK 30 LET THE TECH GAMES BEGIN 40 YOU KNOW YOU WANT THIS 46 HOW WE GOT SO AWESOME 47 WE GOT WHAT YOU NEED 22 GEEKILY EVER AFTER 54 GEEKS UNITE – CLUBS AND GROUPS HWTOO W UAT STUDENTS FELL IN LOVE AT FIRST SHOT STORIES ABOUT REALLY SMART PEOPLE 8 INVASION OF THE STAY PUFT BUNNY 29 RAY KURZWEIL 34 GEEK BLOGS 50 COWBOY DREAMS 20 DAVID WESSMAN IS THE MAN UAP T ROFESSOR DIRECTS FILM 16 LIVING THE GEEK DREAM 33 INTRODUCING… NEW GEEKS 14 WE DO STUFF THAT MATTERS 2 | GEEK 411 | UAT STUDENT LIFE MAGAZINE 09UT A 151 © CONTENTS COPYRIGHT BY FABCOM 20092008 LOOK FOR THESE MICROSOFT TAGS THROUGHOUT THIS S ISSUE OF GEEK 411 N AND TAG THEM A P TO GET MORE OF I THE STORY OR T BONUS CONTENT.
    [Show full text]
  • AI Game Programming Wisdom 4
    AI Game Programming Wisdom 4 Edited by Steve Rabin Charles River Media A part of Course Technology, Cengage Learning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Publisher and General Manager, Course © 2008 Course Technology, a part of Cengage Learning. Technology PTR: Stacy L. Hiquet Associate Director of Marketing: Sarah ALL RIGHTS RESERVED. No part of this work covered by the copyright Panella herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to Manager of Editorial Services: Heather photocopying, recording, scanning, digitizing, taping, Web distribution, Talbot information networks, or information storage and retrieval systems, except Marketing Manager: Jordan Casey as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the publisher. Acquisitions Editor: Heather Hurley Project Editor: Dan Foster, Scribe Tribe CRM Editorial Services Coordinator: For product information and technology assistance, contact us at Jennifer Blaney Cengage Learning Customer & Sales Support, 1-800-354-9706 Copy Editor: Julie McNamee For permission to use material from this text or product, Interior Layout Tech: Judith Littlefield submit all requests online at cengage.com/permissions Cover Designer: Mike Tanamachi Further permissions questions can be emailed to [email protected] CD-ROM Producer: Brandon Penticuff Indexer: Broccoli Information Management Library of Congress Control Number: 2007939369 Proofreader: Mike Beady ISBN-13: 978-1-58450-523-5 ISBN-10: 1-58450-523-0 eISBN-10: 1-305-40610-9 Course Technology 25 Thomson Place Boston, MA 02210 USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan.
    [Show full text]
  • Theescapist 066.Pdf
    The “Hero’s Journey,” as Campbell terms Whatever the reason is, this persevering In particular, MtGO is actually superior to it, is the timeless tale of the reluctant Myth is fascinating. It is one tie that truly its paper counterparts in two key respects: hero, plucked from his or her everyday binds, not just current day cultures to each existence to save a people/relic/lover other, but to those of the distant past. And 1) It actually enforces the game rules. Think of your favorite book. And now, from the clutches of a shadowy evil. Our this is why we turn our eyes to the myth in (Except in high level tournaments, most recall your favorite movie. Last, what is hero is helped along his way by some games in this week’s issue of The Escapist. games of Magic involve rules errors your favorite game? Compare each of ancient talisman, or perhaps an older Join us on our journey, and enjoy! unnoticed by all players.) them: Are they similar genres or different? figure, often male; he is also often How about setting, same or different? spurred along his way by the thought of Cheers, Now, think of the basic story structure – his ever-changing beloved. He sets out, the pattern of events, not the actual battles foes, solves puzzles, and finally events themselves. Are those similar or ends up in a battle with the Evil, and different? I’d be willing to bet that while comes out the other side a changed the answers to the first two questions will man, seeming older, wiser and reunited be rather varied among a given group of with saved people/relic/lover.
    [Show full text]
  • 2006 DICE Program
    Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment.
    [Show full text]
  • Hello! I'm Thomas Grové; a Designer
    Hello! I’m Thomas Grové; a designer with diverse creative industry expertise. I’m available for creative and strategic consultation and collaboration. PASSIONS My professional goal is: improving the world through better design. If you represent a product, brand, or organization that needs fresh ideas and human centric improvements, then we should talk. I love making things and making things happen! I’m well versed in product development and especially enjoy strategy, creative direction, and prototyping. I’m habitually on the lookout for win-win situations and like getting the right people together to make business happen. To keep my design skills sharp, I explore my creativity and fitness through my hobbies including: photography, film making, music composition, graphic design, fashion design, zen meditation, martial arts, dancing, playing games, and adventure sports like rock climbing. I also produce an event series under the moniker dxSaigon (or Design Exchange Saigon) where creative professionals and students from different creative fields can come together to share, inspire, and network. There have been three DX events thus far with themes including “Design in Vietnam”, “Creating Spaces”, and “Design is Delicious”. WORK EXPERIENCE I’ve been in the trenches on teams of two and teams of 60. I’ve led small teams of six and been the head of a 90 person design department spanning four studios. For me design is all about providing solutions, regardless of scale or industry. Gameloft / Vietnam Creative Director Unity Technologies / Worldwide
    [Show full text]
  • 434556 Master Thesis Final
    Levelling Up Leadership An Analysis on the Development of Leadership Skills through Competitive Gaming Name Alan Byssing Lafi _______________ Student ID 8452 Name Anders Rud Liltorp _______________ Student ID 85717 Master’s Thesis (LA) Supervisor: Helle Zinner Henriksen Copenhagen Business School MSc in Business Administration & Information Systems Submission Deadline: May 15th, 2018 at 16:00 pm Number of Characters: 264.607 Number of Pages: 118 Abstract As gaming is rapidly becoming increasingly popular, the need for research on the effects and use of gaming as a tool for learning and personal development is increasing. Additionally, the need for leaders who feel at home in the digital world is rising, as technology is becoming an increasingly important factor in almost any business. Therefore, the purpose of this thesis is to investigate if participating in the in-game management of a competitive gaming team, can improve an individual’s leadership skills. The thesis adopts and interpretivist philosophy in order to understand the differences between humans as social actors. The research approach is deductive as the existing knowledge on leadership is integrated and summarized through a literature review, which is then used to create a framework of leadership skills. The framework is then tested by interviewing competitive video game players and analyzing the data they provided. The respondents were found by using a variety of websites that rank teams and players, in order to guarantee that the respondents were playing on a sufficient level. Based on the collected data, models were created to visualize and compare the differences in leadership skills across individuals, game genres and in relation to career length.
    [Show full text]
  • 7 Multi-Player Online Role-Playing Games
    7 Multi-Player Online Role-Playing Games Mark Chen; Riley Leary; Jon Peterson; David Simkins This chapter describes multiplayer online role-playing games (MORPGs) where players participate through networked connections to collectively build a narrative or experience with a game that persists independent of who is logged in. We discuss two main traditions of these games (see Chapter 8 for an emerging tradition): 1. Multi-User Dungeons (MUDs), and 2. Massively Multiplayer Online Role-Playing Games (MMORPGs). MUDs and MMORPGs generally allow for a “massive” amount of players—sometimes hundreds, thousands, or tens of thousands of players who simultaneously engage in the same game. Most MUDs and MMORPGs feature worlds where players log in at any time to visit, providing players with a persistent world independent of who is logged in. A variety of agents are at play shaping the multiplayer online RPG form. Creators have introduced novel game systems or narratives while dealing with the affordances of what everyone agrees is an RPG, but creators are also constrained by the technologies of their time rather than inherent limitations in RPGs. There also exists a parallel history in non-digital RPGs and computer role-playing games (CRPGs) that influence the online games. Thus the evolution of MORPGs is not channeled through just one tradition. Thankfully, first-hand accounts of the history of the multiplayer online RPG industry (Bartle, 2010) and first-hand accounts of design and management decisions for specific games (e.g. Morningstar & Farmer, 1991; Curtis, 1996; Mulligan & Patrovsky, 2003) exist. One thing these accounts lack is scrutiny from scholars across multiple disciplines, studying specific player phenomena in online gaming, so this chapter complements the historical timeline with notable scholarly research on player behavior and community engagement.
    [Show full text]