This article discusses how components in a game world can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi-player online (MMO) proto- type where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventure and role-playing games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centred on emotions and social relations. One of the design goals in the creation of the prot...
International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress thr...
Games can be used to convey meaning and communicate messages. While there is ample research on games...
The purpose of this essay is to explore the popularity and effects of video games in the MMORPG genr...
This article discusses how components in a game world can carry meaning relevant to individual playe...
International audiencePlayers in Massively Multiplayer Online Role-Playing Games (MMORPGs) generate ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
This article argues how players can control a player character influence interpretation and facilita...
This paper presents the findings of an empirical study that explores player game experience by imple...
The World of Warcraft is a paid electronic experience known as a Massively Online Role Playing Game....
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
This is a thesis that deals with the norms and rules of players playing online games together. It is...
This chapter discusses logics of design implemented within MMO’s to support social interaction. Firs...
This thesis examines the concept of different rules within large multiplayer games, how we play theg...
This article, assuming that player motivations are the outcome of continuous player-environment inte...
International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress thr...
Games can be used to convey meaning and communicate messages. While there is ample research on games...
The purpose of this essay is to explore the popularity and effects of video games in the MMORPG genr...
This article discusses how components in a game world can carry meaning relevant to individual playe...
International audiencePlayers in Massively Multiplayer Online Role-Playing Games (MMORPGs) generate ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
This article argues how players can control a player character influence interpretation and facilita...
This paper presents the findings of an empirical study that explores player game experience by imple...
The World of Warcraft is a paid electronic experience known as a Massively Online Role Playing Game....
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
This is a thesis that deals with the norms and rules of players playing online games together. It is...
This chapter discusses logics of design implemented within MMO’s to support social interaction. Firs...
This thesis examines the concept of different rules within large multiplayer games, how we play theg...
This article, assuming that player motivations are the outcome of continuous player-environment inte...
International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress thr...
Games can be used to convey meaning and communicate messages. While there is ample research on games...
The purpose of this essay is to explore the popularity and effects of video games in the MMORPG genr...