目前 MMOGs 的玩家越來越多,更產生了許多跨界共玩的現象,因此值得探討(可以引用 Why game studies now 的系列論文。) 目前有兩大趨勢使得資訊學門可以在不重新開發遊戲的狀態下,介入或探索遊戲世界 Flexible UI 的出現 玩家設計遊戲內容的趨勢(設計介面、設計情景 design game context 、設計遊戲內容 design game content – second life )是否可以用 GameAI 的四層談法來討論他? WoW 和以往遊戲的不同。 Second life 和以往遊戲的不同。
How guilds (well-structured formal organization) emerge and decline
How various communities co-evolve and influence each other
Player behavior
Player cooperation and coordination to solve difficult missions
Comparing player behaviors in different cultures
Game design
How game design affects game play, social network, and community dynamics
Virtual worlds
Advantages of information science
Approaches
Current results
Topic1: Guild dynamics
Topic2: Comparisons of different gaming cultures
Future works
In-game guild dynamics
Creation, decline, transformation, and separation of spontaneous player-organized communities
Chen, C.H., Hsieh, J.L., & Sun, C.T. (unpublished manuscript). “Player Guild Dynamics and Evolution in Massively Multiplayer Online Games.” Submitted to Cyberpsychology & Behavior (SSCI), March, 2007.
Cross-cultural comparisons
Comparing Taiwanese and American gaming culture
Sun, C.T ., Hsieh, J.L., & Chen, C.H. "Comparing Taiwanese and American WoW Player Cultures in Terms of Achievement," to be presented at the 2007 Digital Games Research Association Conference , Tokyo, Japan.
Motives
(Why and )how players join and leave guilds
Effects of game design on guild dynamics
Guild properties
Formal, permanent, and hierarchical organizations
Players can join and leave at will
Each avatar can join only one guild, hence avatars are viewed as guild resources
Players manages guilds by themselves
Game companies provide and support mechanisms for guild management
Chen, C.H., Hsieh, J.L., & Sun, C.T. (unpublished manuscript). “Player Guild Dynamics and Evolution in Massively Multiplayer Online Games.” Submitted to Cyberpsychology & Behavior (SSCI), March, 2007.
Informal: virtual worlds are lack of support for it Permanent: groups would continue to exist when all their members were logged off R. Bartle, Designing virtual worlds . Indianapolis: New Riders Publishing, 2004. Category Number of Players Formality Duration Structure Pairs 2~5 Informal Temporary Flat “ Pickup” groups 3~5 Formal Temporary Flat Friends <50 Formal Permanent Flat Groups for raiding 5, 10, 20, 40. Formal Temporary Hierarchy Guilds and ally groups 10~480 Formal Permanent Hierarchy Hybrid groups 40 Formal Temporary Hierarchy
Level First mission for “Pickup” group s formed by avatars with similar levels Data Updated 2006/2/15
Data ranges from 2006/02~2006/04
Data ranges from 2006/02~2006/04
Motive
Verify stories commonly heard in Taiwanese game communities
Do Taiwanese players emphasize achievement more than American players?
Experiments
Efficient player leveling
How players routinely attend guild schedule
Sun, C.T., Hsieh, J.L., Chen, C.H. " Comparing Taiwanese and American WoW Player Cultures in Terms of Achievement ," Accepted by the 2007 Digital Games Research Association Conference .
Average per day playing times are similar between American and Taiwanese WoW players
30 40 50 20 60 N. Ducheneaut, Yee, N., Nickell, E., Moore, R. J. , ""Alone together?": exploring the social dynamics of massively multiplayer online games," in Proceedings of the SIGCHI conference on Human Factors in computing systems , pp. Montréal, Québec, Canada2006 ACM Press.
Server Average level upgrading efficiency Average playing time per day (minutes) US 0.93 90.46 Taiwan 1.62 (Higher) 102.19 (Almost the same)
Guild channel and events Personal status Guild Member Leader’s message
People
In a well-organized guild, members follow regular schedule to play online.
Player vs. Player servers: avatars from different camps are allowed to engage in combat
Player vs. Environment servers
Analysis of player social networks
Membership relationships: friends joining the same guild
Co-play relationships: solving missions together
Chen, C.H., Hsieh, J.L., Sun, C.T. “ Player Guild Dynamics and Evolution in Massively Multiplayer Online Games, ” Submitted to Cyberpsychology & Behavior(SSCI), March, 2007.
Sun, C.T., Hsieh, J.L., Chen, C.H. " Comparing Taiwanese and American WoW Player Cultures in Terms of Achievement, " to be presented at the 2007 Digital Games Research Association Conference, Tokyo, Japan, September, 2007.
Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience . Harper Perennial, London, 1990.
Chen, J. Flow in Games (and Everything Else) . Communications of ACM , 2007.
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