“More Interaction, More Story, More Lore”: Motivations Related to Game-centric Transmedia


Wiik Elisa
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

Transmedia research has in the past been mainly interested in defining transmedia and examining transmedia franchises that have their starting point in movies and TV-series. However, there are multiple transmedia constellations that have a game as their starting point and this paper concentrates on two of those, Defiance (Trion Worlds, 2013) and Quantum Break (Remedy Entertainment, 2016). The survey data from these two examples was analyzed by using constructivist grounded theory-informed approach in order to find out what motivates audiences to consume or avoid game-centric transmedia. Ten categories related to consuming game-centric transmedia and five categories related to avoiding it emerged from the data. The motivations to consume game-centric transmedia had a strong focus on narrative aspects. The results differ from earlier transmedia audience studies and suggest the need for more game-centric transmedia audience studies, where the core text is a game instead of a television show.

 

Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions


Flanagan Mary Punjasthitkul Sukdith Seidman Max Kaufman Geoff Carini Peter
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

In this paper, we detail our design process for the Metadata Games project and discuss a number of design challenges involved in making a “metadata game,” such as incentivizing players to offer accurate information, devising and deploying methods for verifying the accuracy of data, and introducing effective motivations for ensuring high replay potential. We present our “Outlier Design” model for creating effective crowdsourcing applications, and offer the Metadata Games prototype One-Up as an example. This game’s design addresses the challenges of gathering increasingly higher quality metadata while creating a compelling play experience.

 

PWNED: Motivation of South Koreans Who Engage in Person vs. Person Gameplay in World of Warcraft


Sheard Adam Won Young-Shin
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

This research explores the two most prominent theories regarding the motivations for South Koreans to engage in player vs. player gameplay in Massive Multiplayer Online Role Playing Games. The data collection process consisted of an ethnographic approach with the researcher immersing himself in World of Warcraft player vs. player gameplay to observe and interview gamers over the course of a year. Results showed that while interviewees displayed motivations that could be considered as psychopathic, the majority of player vs. player motivation stemmed from the innate need of players to validate their masculinity through violence.

 

Digital Games: A Motivational Perspective


Medina Eliana
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

Information technologies have improved dramatically in the last decade, enhancing the potential of digital games to create realistic and engaging environments where players use different cognitive approaches to solve problems, such as, thinking outside of the box, collaborating in groups and searching for information. Unfortunately not all genres of digital games have taken advantage of the new technology and game design knowledge now available. Commercial and educational games have evolved in different ways. For instance, while the commercial game market has experienced continuous growth, the educational game market is almost non-existent. Users’ preference for commercial games indicates that people have different motivations for playing commercial games and for playing educational games. Motivation theories provide a framework to study how users engage with these games, so that designers can apply the best features of both computer applications to create powerful learning tools.

 

MUsE – A Framework for Reception-based Gaming Research


Schultheiss Daniel
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Game studies are approached from very different faculty cultures and research perspectives. As the reception based view usually examines the process of game usage and its environment, there are still several different entries into the field. Many theoretical approaches and empirical studies concentrate on single phases or theoretical constructs of game reception. Sometimes this is done very detailed, sometimes in a more superficial way. This article delivers a more holistic model for reception based gaming research called MUsE, which describes a whole cycle of game usage and also can be used in longitudinal study designs. Additionally, results of a first prototype study are presented at a glance.

 

The Player Engagement Process – An Exploration of Continuation Desire in Digital Games


Schoenau-Fog Henrik
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Engagement is an essential element of the player experience, and the concept is described in various ways in the literature. To gain a more detailed comprehension of this multifaceted concept, and in order to better understand what aspects can be used to evaluate engaging game play and to design engaging user experiences, this study investigates one dimension of player engagement by empirically identifying the components associated with the desire to continue playing. Based on a description of the characteristics of player engagement, a series of surveys were developed to discover the components, categories and triggers involved in this process. By applying grounded theory to the analysis of the responses, a process-oriented player engagement framework was developed and four main components consisting of objectives, activities, accomplishments and affects as well as the corresponding categories of engagement, disengagement and their triggers – were identified and rank-ordered.

 

Framework for Designing and Evaluating Game Achievements


Hamari Juho Eranti Veikko
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper presents a framework for evaluating and designing game design patterns commonly called as “achievements”. The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s).

 

Game reward systems: Gaming experiences and social meanings


Wang Hao Sun Chuen-Tsai
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

The authors give an overview of how various video game reward systems provide positive experiences to players, and propose classifications for rewards and reward characteristics for further analysis. We also discuss what reward systems encourage players to do, and describe how they provide fun even before players receive their rewards. Next, we describe how game reward systems can be used to motivate or change behaviors in the physical world. One of our main suggestions is that players can have fun with both rewards and reward mechanisms—enjoying rewards while reacting to the motivation that such rewards provide. Based on relevant psychological theories, we discuss how reward mechanisms foster intrinsic motivation while giving extrinsic rewards. We think that reward systems and mechanisms in modern digital games provide social meaning for players primarily through motivation, enhanced status within gaming societies, and the use of rewards as social tools.

 

Persuasive design of a mobile energy conservation game with direct feedback and social cues


Bang Magnus Svahn Mattias Gustafsson Anton
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view.

 

Motivational Factors in Game Play in Two User Groups


Kellar Melanie Watters Carolyn Duffy Jack
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

Motivation is one of the driving forces behind the recent interest in games with educational goals. People willingly play complex games and we would like to channel that willingness to participate in complex challenges into the educational context. In this paper, we report on a survey administered to computer science and business students, two distinct groups of game players, in order to examine the role of motivation in electronic games. The results of the survey are presented, including a gaming profile of each group, as well as a series of design suggestions for educational games and activities that are based on these results.