Our collaborative work started as a reaction to some of the core assumptions of the newly developed discipline of “Game Studies”. Most of the time, the study of games as mere formal systems of rules does not document what players actually do while playing. The studies which do so, in precise, thorough ethnographies (Taylor 2006; Pearce 2009), depict a particular way of playing, but rarely the diversity of play styles.Video games ask for a form of cultural consumption distinct from that of television, books or music. Since they are intrinsically interactive, what matters is what people do with games rather than what they think about them. We thus use the expression play styles to designate ways players interact with video games. T...
Rather than simply identifying “emergence ” as a prime property of massively multiplayer online game...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively mu...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
This thesis is a study of gaming in multiplayer online games. On the overall scale, it focuses on ho...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Player Behavior Modeling in Video Games In this research, we study players’ interactions in video ga...
Researchers have been studying virtual world culture for decades. However, little attention has been...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal ...
World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex soc...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
In the last five years, online games have grown in popularity. Thus a growing trend of so called mas...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Rather than simply identifying “emergence ” as a prime property of massively multiplayer online game...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively mu...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
This thesis is a study of gaming in multiplayer online games. On the overall scale, it focuses on ho...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Player Behavior Modeling in Video Games In this research, we study players’ interactions in video ga...
Researchers have been studying virtual world culture for decades. However, little attention has been...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal ...
World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex soc...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
In the last five years, online games have grown in popularity. Thus a growing trend of so called mas...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Rather than simply identifying “emergence ” as a prime property of massively multiplayer online game...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
This study concerns itself with the relationship between game design and emergent social behaviour i...