Korkeila, H, Hamari, J, (2018). The relationship between player’s gaming orientation and avatar’s capital: A study in Final Fantasy XIV. In Proceedingsofthe51st HawaiiInternationalConferenceonSystemSciences j 2018. Hawaii, United States, 4 Jan 2018 – 7 Jan 2018. United States: Gamification Group Tampere University of Technology & University of Turku, pp.1893-1900.
This conference paper has given a solid data to draw the relationship between gamer’s playing orientation and their avatar’s status. The author believes the in-game avatar is an alter ego or digitalised personality of the player him/herself, which provides another way to understanding human’s behaviour in the virtual world. This research results carried out with the method of online survey, although there are only 905 English speaking players who participated in this research it can still show the links between different gaming orientation ( discovery, achievement, teamwork..etc) and capital (cultural, economic, social..etc).
Base on this outcome, the game developer can easily identify their target players and to help develop more interesting branch task in the future updating.
Rapp, A, (2017). Designing interactive systems through a game lens: An ethnographic approach. Computers in Human Behavior, Issue 71, pp, 455-468.
The author of this article is looking for inspiration that can create new game interaction systems, he studied the most popular and long-lasting MMORPG World of Warcraft as the source, and he evaluated 9 recommended approach to design the interactive systems. Which are: Identification and empathy, past and future selves, rewards, social presence, self-organisation & friendship, competition, freedom and journey.
This evaluation not only the reference of design inspirations for the interactive system in MMORPG but also working as the motivational factors to affect the player’s in-game behaviours.
In further study and development, by going down this path, it can lead to a new way of game element designing and effecting player’s engagement, motivation and behaviours by encouraging them in a specific way.
Hellman, M. Karjalainen, S. Majamäki, M. (2017). ‘Present yet absent’: Negotiating commitment and intimacy in life with an excessive online role gamer. New Media & Society, volume 19 issue 11, 1710-1726.
In this article, the author shows the concerned about some MMORPG player’s relationship with their friends and family. As this is an problem-focused research, the author mainly concentrated on the negative effect of relationship problem between the gamer’s online and offline life. The author suggests that there are 4 concept paths underpins the relationship: conflicts dimension, changing of prioritise (game is more important than anything else.) deficient communication ( gamer and non-gamer cannot understand each other) and self & autonomy ( the addicted gamer is seen as heightening/ lowering autonomy in wrong life spheres).
But as the author mentioned in the end, this is a problem-focused study, the majority of internet activity cultural and societal feedback are positive.
Hammick, Jin K. Lee, Moon J., (2014). Do shy people feel less communication apprehension online? The effects of virtual reality on the relationship between personality characteristics and communication outcomes. Computers in Human Behavior, issue 33, pp302–310
This study suggests that shy people experience less anxiety in the online virtual world, the virtual world can be a more relaxing and comfortable place for shy people to express themselves, they experienced less communication apprehension and intimidation. Although the virtual world (such as in MMORPG) does not improve their confidence in communication ability, it can still be an approach for them to communicate with people in a more comfortable way.
The author believes the virtual world communication can be less convincing than face to face communication, but it also opens up a new research filed of how online virtual world can help people with communication problems and how online virtual world can be used to different purposes of communication.
Martoncik, M. Loksa, J. (2016) Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?. Computers in Human Behavior, 56, pp127-134.
Since the online and real world has different functions, this study focused on the player’s feeling in the online and offline environment. The result has shows somehow the two worlds had some similarity in how people communicate and treat each other , but in online world can also provides player who often anxious a comfortable environment to build up friendship (relationship) in high quality, in the MMORPG world of warcraft the majority players feel less loneliness no matter they chose to play with a guild, real-life friends and on themselves, because they can play with people who could share their interest, and some of the players who had preexisting social communication problems can turn to the virtual world and seeking for relationship.
Which this outcome suggests that a good MMORPG (such as WoW) and its gaming environment is highly socialised, encourage the player to interact and cooperate with each other.
Sergio,N. et al (2018). A 3D modelling methodology based on a concavity-aware geometric test to create 3D textured coarse models from concept art and orthographic projections. Computers & Graphics. 76 ,pp73–83.
The author introduces a new method of making 3D models. This method provides a faster and simpler way for 3D artist building up 3D models are also can be considered as fully applicant pipeline for 3D modelling. This method works as the following steps: the concept artist provides concept art in orthographic view. (front, up and side), project onto a grid of voxels, then creating a silhouette of the object, also building the colour texture map based on the concept art. This fully automatic methodology has successfully sped up at the early stage of creating 3D objects.
By using this method in the industry, it can speed up 3D artist’s productivity by almost 31%.
Schatten, M, (2015). Multi-agent Modeling Methods for Massivley Multi-Player On-Line Role-Playing Games. In 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). Opatija, Croatia, 5/2015. Zagrebu: Faculty of Organization and Informatics University of Zagreb.pp,1256-1261.
NPC and non-playable characters are also important in the MMORPG, this conference paper has shown the process of computer modelling in NPCs and artificial players. This paper has given the reader the blueprint of how the NPC works, and how to improve their interactive ability with the actual player. The author has given some very classic codes sample from those popular MMORPG games and explained how the code functioning by attach them one by one. Those agent-based modelling techniques can allow game developer understand what’s happened inside of the MMORPG and how the NPCs, bots and AI player works, and their behaviour that will impact the actual gamer.
Christian, K & Wolter, P. 2017. Game mechanics and technological mediation: an ethical perspective on the effects of MMORPG’s. Ethics and Information Technology. 19(2), pp. 81-93.
This is an ethical discussion about how MMORPG and its continuously expanding virtual world/story line. The author suggests that what makes the MMORPG different with other video games is there is never a real ending for it, and game designer without ethical responsibilities can leading players to game addiction, then affect their real-life quality in physical and psychological ways. The author mentioned in this paper, some of the game designers are trying to keep player spending time with their game as long as possible, which is understandable as I’m a game art student but without the ethical bottom line, the game (MMORPG) will not be successful.
Wei Jin, Yongqiang Sun, Nan Wang, Xi Zhang, (2017) “Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement”, Internet Research,Vol. 27 Issue: 2, pp.408-427
The key findings and result of this paper show two aspect explains why gamers spend their money on the virtual product. On the technology aspect, the game’s purchase intention is depends on tow factors: game satisfaction and attachment between he/she and other gamers. Once the gamer is satisfying with the game, he/she will be interned to purchasing the in-game product and the product will provide a better user experience. In the gamer’s side, if a gamer has a strong bond with his/her guilt or team, the gamer will tend to spend more (money or time) in the game.
By using this result, the designer will have a much clear idea about how to improve & design the game to improve gamer’s intention of purchasing the virtual product.
Young, G & Whitty, M (2016). Cyberpsychology: The Study of Individuals, Society and Digital Technologies. (1 ed.). UK
This book gives a brief overview of a new research field in psychology, by understanding the psychological theory behind the phenomenon ( for example: why people choose to be anonymous, why people getting addicted to internet) game designer can improve their game in a more efficient way, because the interaction between players is what’s makes MMORPG so unique. This book explains in a board range of people’s online behaviour in the different field of the internet (for example online dating, social media) which might be directly inherited into MMORPG.
I think this book gives me a better understanding of why and how people behave in a certain way on the internet, and with some real-life examples to make it more persuasive.