community

Gamers Telling Stories: Understanding Narrative Practices in an Online Community

New entry in Digiplay games research bibliography:

In this article, I introduce a theoretical framework, based on the philosophy of Paul Ricoeur, for grasping how and why members of online communities construct narratives in their communications with one another. This is exemplified through a study of how players from one particular game, World of Warcraft , make sense of their gaming experience, and how they build and uphold a community identity by telling stories online. I argue that in studying and conceptualizing these types of texts through the proposed theoretical framework, we can gain insights into the process of the formation of meaning and the building of identity and community in an online setting.

From Playability to a Hierarchical Game Usability Model

New entry in Digiplay games research bibliography:

This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.

Consumer behavior in online game communities: A motivational factor perspective

New entry in Digiplay games research bibliography:

The concept of online communities has been used to improve customers' loyalty in recent years. While studies on transaction community such as online auction have received more attention in the literature, entertainment community such as online game has seldom been addressed. This study applies the theory of reasoned action (TRA) and modifies the technology acceptance model (TAM) to propose a research model. An empirical study involving 356 subjects was conducted to test this model. The results indicate that customer loyalty is influenced by perceived enjoyment, social norms and preference. Perceived cohesion has an indirect impact on loyalty. In addition, the finding's practical implication suggests that community managers must overcome the problems users encounter, including suffering from an unstable system, malicious players and grief players.

The GameCreator: Self-Created Mobile Games on the Internet

New entry in Digiplay games research bibliography:

In this paper we introduce the GameCreator an Internet platform that enables consumers to create and download their own mobile java games on the Internet without any programming skills, totally from scratch, or by adjusting a preconfigured ready made top game. Further, we shed light on the motivational aspects of self-created mobile games, and discuss the challenge of toolkit design for heterogeneous user groups. As self-created games are unique and an expression of oneself, they may be used as personal gift, invitation, or personal message. A new genre of mobile games - “Game Messaging” may emerge.

The Play's the Thing: Practicing Play as Community Foundation and Design Technique

New entry in Digiplay games research bibliography:

Earth balls, parachutes, word plays, provocative magic ... This session is a discussion of the USC Game Design Community, an attempt to encourage inter-disciplinary game design and research through community play experiments. The USC Game Design Community is a cross-departmental student group responsible for initiating a series of social play experiments designed to bring students and researchers from various schools of the University together. The play experiments of the previous year culminated in a game innovation research grant offered to an inter-disciplinary student team and a test of our overall assumption that playing together can provide disparate groups with common vocabulary, social relationships and collaboratively generated design concepts.

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