Massively Multiplayer Online Gamers' Language
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Theescapist 103.Pdf
originally a mass of badly dressed Call and its wide open world. Michael Escapist Forum: I very much respect characters became a group of Zenke speaks to a few radiomen at the the hard work Richard has done over the individuals, individuals selling stuff and forefront of the MMOG podcast movement. years, but I have a very hard time For me, it started way back in 1999. It talking about killing things bigger than And Dana Massey explains what Blizzard reconciling what he’s saying here with was February; I was 15. A friend of mine rats. A guy dressed like a wizard did right with World of Warcraft, but his new chosen medium. had me over to take a look at a new summoned a demon right next to me, worries none of the other players in the game he just got: Ultima Online. He then named it “a” and told it to follow field learned the correct lesson. MMOs are a poor vehicle for telling a showed me an ugly little isometric view him. Then a woman wearing nothing but story. While all MMOs HAVE a story, the of a town called Britain, though I a robe stole the sword I had in my Enjoy! players are usually so busy squabbling couldn’t figure out why - no fog or guys backpack. The whole place teemed with over mechanics or questing for loot that in furry hats. The area he referred to as possibility, and I was hooked. Yours, they couldn’t care less about WHY the bank was overrun with people, real they’re doing it. -
Understanding the Current State of Toxicity in Battlefield V
“ROFL F*ck You”: Understanding the Current State of Toxicity in Battlefield V By Justin Juvrud Supervisor: Dr Susann Baez Ullberg 2020 Nr 99 2 Abstract: With the birth of “virtual worlds,” created a new space for social norms to evolve and change within a subset community. This thesis focuses on toxicity within the virtual world of EA DICE’s Battlefield V title. The goal of this research is to understand toxicity on a micro scale inside the world of Battlefield V from a gaming anthropological perspective. Along with understanding what toxicity looked like within the virtual world ofBattlefield V, the thesis obtained data for how the community and EA DICE employees perceived toxicity. This research has components of interviews with these members of the communities/staff as well as a netnography of the virtual world of Battlefield V gameplay. Findings and analysis were categorized under the themes of toxic language, power/freedom, virtual world creation, and gender toxicity. Battlefield V toxicity is ever evolving and shaped by player techne (player actions). Player chat consumes the majority of toxicity and therefore diving into toxic language was vital. Understanding the player perspective of power and freedom while gaming was just the first step as the thesis also dove into the developer’s perspective and analyzed the interviews with the backbone of Malaby’s (2009) contingency concepts to see how the developers have a large role to play when it comes to toxicity in games, even if they may not realize it. Just as in the “real world” the virtual world of Battlefield V also had a major theme of gender discrimination winessed and discussed via both community members and staff members of EA DICE. -
Using the MMORPG 'Runescape' to Engage Korean
Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Meaning-Making in World of Warcraft
Language, Meaning, and Society Volume 2 (2009) Communicative Commodity Forms: Meaning-Making in World of Warcraft Liz ErkenBrack University of Pennsylvania Abstract: World of Warcraft, a “massively multi-player online role playing game,” is a rich dialogic encounter that is mediated by the players through interpersonal footing and reliant on normative discourses. In this paper, I employ a semiotic analysis of the commodity forms within the game to illuminate the motivation and social meaning behind the interactions oriented to these commodity forms in order to deconstruct and understand them as a part of the dialogic meaning-making by the players themselves. Additionally, I explore how a player’s orientation to the game alters the embedded meaning of the commodity forms in my discussion of hypothetical “gold farmers” in Bolivia. The proliferation of literature surrounding the internet and online video games1 is testament to the expanded public interest in these types of virtual technologies. Some authors view the phenomenon with fear, warning that “an epidemic has been growing over the past ten years. What had started out as a simple game has grown into a social dilemma” (Waite, 2007; 2), while others extol the idea that “cyberspace is seen as a utopian space…an alternative to contemporary social reality” (Nayar, 2004; 166). Indeed, as the documentary Second Skin presents, there are individuals who feel they inhabit Azeroth, the online world in which World of Warcraft is based, 1 281,076 returns for a book search of “internet” on Amazon.com and 2, 467 returns on “online video games” http://www.amazon.com/s/ref=sr_nr_i_0?ie=UTF8&rs=&keywords=internet&rh=i%3Aaps%2Ck%3Ainternet%2Ci %3Astripbooks 8 Language, Meaning, and Society Volume 2 (2009) and visit the physical world beyond the computer. -
The Gamer Jump by Cthulhu Fartagn and SJ-Chan Ver 1.1
The Gamer Jump By cthulhu fartagn and SJ-Chan Ver 1.1 Welcome to Korea. It’s not the Korea you are familiar with but it is close enough to the reality for many people. Not so for those who are a part of the Abyss. The Abyss is the generic term for the secret supernatural world hidden from the eyes of normal humans. Within the Abyss, magic is real, as are ancient clans of supernaturally empowered martial artists, and cults devoted to the exploitation of life for the sake of profit. Thankfully, normal humans are protected from these harsh supernatural effects by Gaia, the sentient planet known to many as Earth. Should someone who has entered the Abyss try to use their powers overtly in the normal world, then Gaia will take steps to ensure that they are removed, maintaining this masquerade. It is for this reason that members of the Abyss may call out to Gaia, offering token amounts of mana or chi to create Illusion Barriers, temporary enclosed areas that mirror the world itself but are devoid of any “normal” inhabitants. Within these Illusory Worlds members of the Abyss fight, struggle, deceive and parlay with one another, maintaining a tenuous balance of terrifying supernatural powers that operate on a global scale. The reasons one enters the Abyss are myriad. Some are born into ancient clans and must fight to defend their families status and honor. Others wander by happenstance into an illusion barrier and uncover the secret nature of the world. Still others are kidnapped by unscrupulous people and used as batteries or sacrifices for arcane workings. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Learning Obstacles in the Capture the Flag Model
Learning Obstacles in the Capture The Flag Model Kevin Chung, NYU Polytechnic School of Engineering Julian Cohen, NYU Polytechnic School of Engineering Abstract game is an IRC channel in which competitors discuss Capture The Flag (CTF) competitions have been used in the competition and interact with the. the computer security community for education and evaluation objectives for over a decade. These competi- At its core, the CTF is a type of “open-book test” re- tions are often regarded as excellent approaches to learn volving around computer security. This lends itself to deeply technical concepts in a fun, non-traditional learn- testing competitors on very obscure types of knowledge. ing environment, but there are many difficulties associ- The technical knowledge that is communicated during a ated with developing and competing in a CTF event that CTF is often only mentioned in passing in documenta- are rarely discussed that counteract these benefits. CTF tion or a classroom. For example, the Python documen- competitions often have issues related to participation, tation briefly, and without much discussion, mentions quality assurance, and confusing challenges. These that the pickle module is “not intended to be secure problems affect the overall quality of a CTF competi- against erroneous or maliciously constructed data.” This tion and describe how effective they are at catalyzing ambiguity was leveraged in the 2012 Zombie Reminder learning and assessing skill. In this paper, we present (Hack.lu CTF) and Minesweeper (29c3 CTF) to create insights and lessons learned from organizing CSAW challenges that involved un-pickling untrusted data. The CTF, one of the largest and most successful CTFs.