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Computer-Mediated Communication

Computer-Mediated Communication. Games!. The many faces of “online” gaming…. Online Gaming. 58% of Online Game Players are Male. Some general stats from the ESA. Research Example: World of Warcraft (WoW). Currently, largest Massively Multiplayer Online Game (MMOG)

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Computer-Mediated Communication

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  1. Computer-Mediated Communication Games!

  2. The many faces of “online” gaming… Computer-Mediated Communication — Cheshire & Fiore

  3. Online Gaming 58% of Online Game Players are Male Computer-Mediated Communication — Cheshire & Fiore

  4. Some general stats from the ESA Computer-Mediated Communication — Cheshire & Fiore

  5. Research Example: World of Warcraft (WoW) • Currently, largest Massively Multiplayer Online Game (MMOG) • Players create characters and then play in a large, open virtual world • As you play, more abilities, options, and places are made available (“leveling up”) Computer-Mediated Communication — Cheshire & Fiore

  6. Why do people keep playing? Computer-Mediated Communication — Cheshire & Fiore

  7. Play Time and Reward Cycle in WoW Computer-Mediated Communication — Cheshire & Fiore

  8. Group vs. Solo Gaming by Role Computer-Mediated Communication — Cheshire & Fiore

  9. “Grouping” Behavior and Leveling in WoW Computer-Mediated Communication — Cheshire & Fiore

  10. Together…yet apart. “Guilds” as social communities Computer-Mediated Communication — Cheshire & Fiore

  11. Guild Membership and Playing Time in WoW Computer-Mediated Communication — Cheshire & Fiore

  12. Social Network Density by Guild Size in World of Warcraft Computer-Mediated Communication — Cheshire & Fiore

  13. The real-world benefits of managing CMC in online gaming? “In late 2004, Stephen Gillett was in the running for a choice job at Yahoo! - a senior management position in engineering. He was a strong contender. Gillett had been responsible for CNET's backend, and he had helped launch a number of successful startups. But he had an additional qualification his prospective employer wasn't aware of, one that gave him a decisive edge: He was one of the top guild masters in the online role-playing game World of Warcraft… …The day may not be far off when companies receive resumes that include a line reading ‘level 60 tauren shaman in World of Warcraft.’” http://www.wired.com/wired/archive/14.04/learn.html Computer-Mediated Communication — Cheshire & Fiore

  14. Rethinking the ‘social’ aspect of online gaming • “MMORPGs are COMMUNITIES. Not games” (Raph Koster) • Social Presence ,‘audience,’ and the spectator experience Computer-Mediated Communication — Cheshire & Fiore

  15. Computer-Mediated Communication — Cheshire & Fiore

  16. “Socially Interpretable Information” • Goffman revisited: expressions givenversus given off Computer-Mediated Communication — Cheshire & Fiore

  17. Computer-Mediated Communication — Cheshire & Fiore

  18. The Truth According to SouthPark… http://southpark.comedycentral.com Computer-Mediated Communication — Cheshire & Fiore

  19. But are there REALLY no ‘tells’ in online poker? • Behavioral Cues • Speed of behaviors (checking, pauses, bet) • “chattiness” and know-it-alls http://poker.oddschecker.com/poker-feature/feature/poker-tells/ptab/ Computer-Mediated Communication — Cheshire & Fiore

  20. More Social Research in Online Gaming… http://www.nickyee.com/daedalus/ http://www.game-research.com/ http://gamestudies.org/ Computer-Mediated Communication — Cheshire & Fiore

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