scholarly journals Introducing "Surveylady": A Case for the Use of Avatars as Part of Gaming Research

Author(s):  
Kelly M Bergstrom

The popularity explosion of Massively Multiplayer Online Role-Playing Games (MMOs) such as World of Warcraft provides researchers with a venue to reach a wider research subject base than ever before. But what is the best way to collect data about these virtual worlds? This paper illustrates the rich potential of using an avatar to interact with MMO participants while players are immersed in the game’s virtual environment. Rather than observing from the periphery, this paper makes the case for the researcher to ‘dive right in’ and interview gamers within their (virtual) environment. This paper will argue that this methodology acts as a means for collecting rich, nuanced data about the gaming community.

Author(s):  
Gabriella M. Harari ◽  
Lindsay T. Graham ◽  
Samuel D. Gosling

Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avatar plus username mean ICC = .66), but no accuracy (avatar only mean r = .03; avatar plus username mean r = .01). A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.


Author(s):  
Helen Farley

Given the relatively high costs associated with designing and implementing learning designs in virtual worlds, a strategy for the re-use of designs becomes imperative. IMS LD has emerged as the standard for the description and expression of learning designs. This chapter explores some of the issues associated with using the IMS LD specification for learning designs in virtual worlds such as Second Life and multi-player online role playing games such as World of Warcraft. The main issues relate to the inadequate description of collaborative activities and the inability to alter the design ‘on-the-fly’ in response to learner inputs. Some possible solutions to these problems are considered.


2010 ◽  
Vol 2 (4) ◽  
Author(s):  
Stéphane Kieger

Virtual worlds represent a new market with a distinct economy andmany individuals are trying to exploit this very new technology in thesearch of profitable opportunities. The current paper proposes to studyentrepreneurship in the Massively Multiplayer Online Role-PlayingGames (MMORPG) Second Life® and Entropia Universe® in whichmonetary trades are possible. A survey was proposed to the community of players of both games, and from a sample of 244 players, nineteenentrepreneurs were contacted for a second survey. The traits of theentrepreneurs were compared to those of the players andentrepreneurship was observed in Second Life® and Entropia Universe®.  In fact, all the necessary conditions are present for entrepreneurship: a new technology giving new sources of revenues, an entrepreneur willing to invest money in order to increase his wealth, and a market with an economy well understood. The different entrepreneurs have developed successful ventures in several markets, and they had well defined the strategy they wanted to adopt. They have examined the different markets in which they have entered although they did not use all the tools known in the marketing fields. Further, some steps in the process of creation of the venture may not be important and some may be done relatively swiftly, thus the venture creation in MMORPG may be relatively easy. In conclusion, the venture creation may be relatively undemanding in virtual worlds, and this opens new possibilities for the future.


2015 ◽  
Vol 27 ◽  
pp. 151-166 ◽  
Author(s):  
Birgit Swoboda

OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.


Author(s):  
Javier Alejandro Corredor ◽  
Leonardo Rojas Benavides

This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.


Author(s):  
Galen Grimes ◽  
Michael Bartolacci

Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.


2011 ◽  
Vol 39 (1) ◽  

Dit nummer van het Tijdschrift voor Communicatiewetenschap bevat vijf artikelen over uiteenlopende onderwerpen.Het eerste artikel gaat over de websites van topmerken. In De relatie tussen objectieve en gepercipieerde interactiviteit combineren Hilde Voorveld, Peter Neijens en Edith Smit twee methoden van dataverzameling. Door middel van een inhoudsanalyse analyseren ze de interactieve functies op websites van 65 topmerken en door middel van een survey gaan ze na hoe door hun respondenten de mate van interactiviteit van diezelfde websites gepercipieerd wordt. Uit de resultaten van het onderzoek blijkt dat er zeker geen positieve lineaire relatie bestaat tussen de mate van interactiviteit zoals vastgesteld door de inhoudsanalyse en de gepercipieerde interactiviteit die in de resultaten van het survey naar voren komt. Zij concluderen dat de uniekheid van interactieve functies weleens belangrijker zou kunnen zijn dan de kwantiteit aan interactieve functies op een website.Annelore Deprez, Karin Raeymaeckers en Sarah Van Leuven hebben de berichtgeving over de Eerste en de Tweede Intifada onderzocht. In het artikel Framing van de Eerste en Tweede Intifada in de Vlaamse en Nederlandse pers. Een casestudy van De Morgen en het NRC Handelsblad tonen zij aan dat in deze kranten verschillende frames domineren. Daarbij focussen ze op het ‘law and order’ en het ‘injustice and defiance’ frame. Het ‘law and order’ frame was in het NRC Handelsblad zowel tijdens de Eerste als de Tweede Intifada dominant, terwijl tijdens de Eerste Intifada in de berichtgeving in De Morgen het ‘injustice and defiance’ frame sterk naar voren kwam.Het artikel dat is geschreven door Melanie De Vocht, Jan van Looy, Cédric Courtois en Lieven De Marez gaat over het fenomeen ‘Massively Multiplayer Online Role-Playing Games’ (MMORPG). In Sociaal contact in een MMORPG. Een exploratief onderzoek naar de motivaties voor het spelen van World of Warcraft vanuit de uses & gratifications-benadering presenteren zij de resultaten van een online survey waaraan 1691 gamers hebben meegewerkt. In dit onderzoek zijn acht verschillende motieven om te gamen onderscheiden: escapisme, opwinding, immersie, zelfvoldoening, harde competitie, vaardigheden, sociale contacten in World of Warcraft en sociale contacten in het werkelijke leven. Deze motieven zijn in dit onderzoek ook gerelateerd aan de mate van betrokkenheid bij de online identiteiten van de gamer.In het artikel Een typologie van jonge nieuwsgebruikers in een multimediaal landschap maken Anna Van Cauwenberge, Leen d’Haenens en Hans Beentjes een indeling in nieuwsgebruikers. Zij hebben een survey uitgevoerd onder 1200 Vlaamse en Nederlandse jongeren en jongvolwassenen van 15 tot 35 jaar en op basis van hun tijdsbesteding aan combinaties van nieuwsplatformen identificeren zij verschillende typen. Uit het onderzoek blijkt dat Vlaamse en Nederlandse jongeren online en traditionele nieuwsbronnen combineren waarbij het televisienieuws nog steeds een prominente rol speelt.Het laatste artikel in dit nummer van het Tijdschrift voor Communicatiewetenschap is een literatuuronderzoek naar de relatie tussen mediagebruik en risicogedrag van jongeren in het verkeer. In deze studie staan twee theoretische zienswijzen centraal: de cultivatietheorie en de theorie van het gepland gedrag. Kathleen Beullens en Astrid Dirikx presenteren de resultaten van dit literatuuronderzoek in Mediagebruik en risicogedrag van jongeren in het verkeer: een literatuuroverzicht.


2013 ◽  
Vol 6 (1) ◽  
pp. 41
Author(s):  
Birgit Kramer

MMORPGs (Massively Multiplayer Online Role-playing Games) like World of Warcraft® require gamers to communicate in English regardless of their language competence in it. Therefore, English becomes the lingua franca of many gamers. Furthermore, gamers have to communicate effi ciently with one another in high stress situations causing another linguistic challenge. These conditions do not lead to the assumption that politeness is of any relevance in MMORPGs but rather that these games are hostile and impolite environments. A survey investigating the language usage of gamers, including a questionnaire and a selfcompiled corpus, sheds light on the language usage and politeness of gamers. This survey asks how and why gamers coming from different language backgrounds using ELF in MMORPGs utilize politeness to position themselves.


Author(s):  
Phylis Johnson

This chapter explores the technological and artistic revolution brought forth by machinima, particularly the rise among a community of filmmakers who would begin to express their stories and ideas through virtual worlds. Machinima has led to an emergence of scholarship on its aesthetics and cultural implications for digital society. The case of machinima as art is illustrated through a review of select works of virtual world filmmakers. This discussion also distinguishes the machinima concepts of game, virtual platform and more specifically virtual worlds to their varying degrees and relationships. It is here that one delineates the purpose of machinima within Massively Multiplayer Online Role-Playing Games (MMORPG) to that of virtual worlds such as Second Life (SL). In doing so, the author follows the innovation of machinima through the evolution of gaming and its extension to stand-alone ready-to-wear software to potentialities called forth by British filmmaker Peter Greenaway regarding Second Life.


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