How players value their characters in world of warcraft

Ian J. Livingston, Carl Gutwin, Regan L. Mandryk, Max Birk

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureConferentiebijdrageAcademicpeer review

49 Citaten (Scopus)

Samenvatting


Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.
Originele taal-2Niet gedefinieerd
TitelCSCW '14 : Proceedings of the 17th ACM conference on Computer supported cooperative work social computing
UitgeverijAssociation for Computing Machinery, Inc.
Pagina's1333-1343
Aantal pagina's11
ISBN van geprinte versie978-1-4503-2540-0
DOI's
StatusGepubliceerd - 2014
Extern gepubliceerdJa

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