Analysis: Reading Week 16

 Reading Week 16:

"Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPG): An Integrated Model"

 Moon, J., Hossain, M.D., Sanders, G.L., Garrity, E.J. and Jo, S. (2013) 'Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model'. International Journal of Electronic Commerce, Vol. 17 (4) 7-38.

An MMORPG is a communal World online where many players can participate in different activities to further their goals and exploration. The players share the same world with other players and can move about or converse with one another.

A main characteristic of an MMORPG is that the player can control an avatar which they are able to make or are given a choice of premade avatars.

Some other aspects of the MMORPG genre of games includes a community grouping often known as a “guild” or “clan”. These groupings consist of players who often play through the game world together. There are special allocations for these guilds such as messaging between the guild privately, there are also more achievements that can be acquired only through guilds.

Some examples of popular MMORPG’s include, Club Penguin, World of Warcraft, Black Desert Online, Habbo Hotel and Second Life.

As MMORPG’s are online they can usually be played internationally, allowing players to communicate with people of different countries.

As players invest more time and energy into their experience they can create a better bond with their characters and therefore achieve more immersion into the world and more loyalty to the MMORPG.

The MMORPG genre can produce a type of feeling related to social Identity which means that the individual’s knowledge that they belong to a group and community keeps them loyal to said community, for MMORPG’s this is essential to the success of the game. Players will be capricious of the game feels uncomfortable or is too slow paced to play, therefore the MMORPG game style can be very competitive and full of new things to do every so often to keep players engaged within the game world.


 "Play Time: An Overview of the
MMORPG Genre"

Kelly, J.N. (2004) 'Play Time: An Overview of the MMORPG Genre'. Internetquelle: Http://Www.Anthemion.Org/File/Playtime_over.Pdf (08.03.16), .

MMORPG’s can be traced back to the seventies where Pen and Paper RPG’s were the origin. An example of a Pen and Paper RPG is Dungeons & Dragons. Pen and Paper RPG’s are played in the minds of the player with story based gameplay which is dictated by the “gamemaster” who has the role of narrator throughout the game, dictating what happens next in the overall plot of the game for the players to tackle. Previous to the beginning of the game the gamemaster creates the locations and has an idea of the overall world and it’s rules along with the theme of the world. This form of game is made so that there is not specifically winning or losing, just enjoying the general game and being emersed in the world using imagination.

In around 1975 the first text based adventure game was created by a man named William Crowther. These text based adventure games played through typing a command which was two words and having your character carry out those commands all through text in response to a prompt from the game. The aim was to win the game by doing all the right actions in order to progress the story to the final, correct outcome through a series of puzzles. This style of game was not necessarily considered a roleplaying game due to the fact that you could not alter your characters or develop your character usually.

After this form of game came MUD’s which stand for Multi-User Dungeon. These were computer games that had the player reading text and responding with there own text. This differs from the Text based adventure games because MUD’s had implemented multiplayer. In this way the machine was acting as the gamemaster of the players story. Much of the gameplay involves solving puzzles during questing. Players can also develop characters with their stats, which is short for the statistics of their character.

"Massively Multiplayer
Online Role Playing
Games (MMORPGs)"

Lin, H. and Sun, C. (2015) 'Massively Multiplayer Online Role Playing Games (MMORPG s)'. The International Encyclopedia of Digital Communication and Society, 1-7.

Now that we know a bit about the history of MMORPG’s we can delve into the activities that players undertake when hopping into an MMORPG first.

When entering an MMORPG game server players will need to first make an account to host several of their avatars or simply just one. Many of the servers are hosted by area, time zone or language groups. General gaming activities include dungeon crawling, character expansions and improvements and interacting with other players. Two classifications in the activities and play styles of the game are known as (PvE) which stands for Player versus Environment and (PvP) which stands for Player versus Player. In Player versus Environment games the player will generally be battling against (NPC’s) which stands for Non Playable Character’s which are controlled by the game. The NPC’s may include monsters that are in quests or the background characters to the game. Player versus player is different in the fact that the majority of the time will be spent battling other players with their own play style. Some games will have PvP orientated servers and PvE orientated servers while some may be exclusively played one way or the other. PvP is the driving force to why players quarrel, in this way if players quarrel between guilds it is expected that the whole guild takes action to fight alongside their guild partner.

Players may have different play styles, due to this there is generally different attributes involved in picking your character for MMORPG’s.
Some standard examples include class, gender, general appearance and profession. When choosing a class players can play with defensive style classes, like healers or offensive style classes, like warriors. These class types help to contribute to a party system where different skills are needed to band together. Some players will like to play multiple classes with different roles, these secondary accounts are known as alt accounts, short for alternate accounts.

"A study on trading scams in massively multiplayer
online role-playing games and risk mitigation
techniques"

Meyer, T.L. (2011) 'A Study on Trading Scams in Massively Multiplayer Online Role-Playing Games and Risk Mitigation Techniques'.

Some reasons why MMORPG’s might be negatively impacted by there players can be traced back to scamming.

 Because MMORPG’s are online and generally have trading systems with real money it is widely known that there are a few people who try to scam other players out of there money. When scams are taking place there are many ways to execute the crime. Some scammers can take advantage of the game itself by looking for a weakness within the game and targeting that weakness for there own objective.

 Scammers can also use the environment of the game in order to tempt players into falling for their trap. Scammers may attribute their wealth through using certain software for putting other players at a disadvantage. There are many ways for a scammer to attack a player or the game itself in order to acquire what they want, however what they want could be a vast option of choices.

 Some scammers wish to acclaim in game item, currency or rare items and some scammers may be looking for real money. This proves as a big problem for game developers who need to constantly update their method of preventing scams that may occur. There are three main categories for which a developer needs to focus on in order to stop scams. 

Developers need to first focus preventing the scams when caught, then they need to put in place certain protocols which will lessen the effectiveness of the scam, lastly they need to make sure they put more secure measures in place to prevent the same thing from happening again. Generally when a game is started there will be a few security measures put in place such as a password and an email in order to identify the user is a legitimate person.

"Massively multiplayer online games (MMOs) in the new media classroom"

Delwiche, A. (2006) 'Massively Multiplayer Online Games (MMOs) in the New Media Classroom'. Educational Technology & Society, Vol. 9 (3) 160-172.

Since the rise of MMORPG’s some theorists have inquired about the learning potential behind these games. Aaron Delwiche of the Department of Communication in Trinity University, San Antonio under took an experiment to see if students could learn through the experience of MMORPG’s. Delwiche’s discovery concluded that MMO’s are a safe learning environment that wouldn’t put a students person at risk of danger.  This safety was useful in the work with anxiety-related disorders and would be important for future educational systems as safety is necessary for learning. The nurturing of safe environments when compared with risky environments concluded that when in a risky environment, students would cooperate less and refuse to talk. Students could also visualise themselves in the role of game developers and scientists due to the independence of safe environments.

The students from Delwiche’s research were found that they received strong scores from their work when working in the testing ground of virtual worlds created in common MMORPG’s. The students explored a range of topics to do with the online worlds and were given the task to create virtual spaces within different games. They used perseptive analysis skills in which they learned in doing their readings and had all learned greatly from their course material.

The author had three recommendations in his findings that they wanted to share with the reader. Delwiche wrote to be cautious of the possibility of becoming addicted to the games, to do your research on several MMO’s before finding the one that best suits your course curriculum and teaching outcomes, and lastly to integrate your students properly on how to interact with the game and the goals that should be achieved during their play.

"Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft"

Ducheneaut, N., Yee, N., Nickell, E. and Moore, R.J. (2006) 'Building an MMO with Mass Appeal: A Look at Gameplay in World of Warcraft'. Games and Culture, Vol. 1 (4) 281-317.

One of the main games associated with the MMORPG genre is called “World of Warcraft”. The game has been running for 17 years in 2021, and after it’s launch in November of 2004 it was immediately apparent that the game was unlike any other at the time. The game has many unique features that make it stand out. Some features like across the eight available races a player can choose from the game also has “hybrid” characters that are the combination of two or more races and their abilities. When starting the game you must also choose from two factions, the Alliance or the Horde. Some races are free to choose either however other races are bound to one or the other. A feature that consists in the game is how factions cannot communicate between each other. If an Alliance tries to communicate to a member of the Horde it will promptly be turned into gibberish to keep up the realism of the world. However players can still emote to convey a sentiment to some accord. In World of Warcraft or (WoW) for short, the servers are divided into PvP and PvE.

The research found and attributed to Nicolas Ducheneaut, Nick Yee, Eric Nickell and Robert J. Moore, shows that many players enjoy playing more action based characters and can play as a single player or with a group. This is what widely appeals to the players as the play style is very open and not limited by the rules or regulations. There is also several role-play servers for those who would like to stay in character. This can hark back to the first forms of MMORPG as in pen and paper games where players would immerse themselves in the world through imagination, actively having a role in their characters story.

Extra: 

Some useful sites for gathering your academic articles for research.

RefWorks: Refworks does all the work for siting your papers. It's very handy. 

ResearchGate: ResearchGate is a good place to start if you're stuck on finding the right papers in google scholar.

Internet Archive: You can find everything from papers to books that you really can't find anywhere else on Internet archive, even if stuff has been removed.

(Screenshot of Microsoft word and a pdf)

This was my work process for this week, I found that having them both open at the same time meant that I could read over a paragraph whenever I wanted to and make sure I was on the right track for what I was trying to say. I'll remember to work this way next time as well.
I was also taught how to use adobe acrobat to highlight the bits that made sense to me which made this reading task so much easier.

ABSTRACT
Studies of online interaction involving identity can be divided into two
distinct categories. On the one hand, there is the study of the players, which often
asks questions of a psychological or economic nature. On the other hand, there is the
study of characters, which looks at issues of language or culture, and critical theory
topics such as gender, class, and race online. While these two approaches have
created a field of digital games research that provides many valuable resources and
research projects, the separation between these topics is also limiting due to the
complex and intertwined nature of online and offline interaction in the modern age.
This paper presents a new definition of persona as an additional
methodological concept that can be used to observe interaction in the online world,
particularly as it applies to the presentation of an identity to others. This construct
serves as a joint identity of character and player, combining these otherwise
separate topics to allow for a greater depth of understanding of the actions and
reasoning behind the characters and players of digital games. It is also applicable to
other online contexts, such as social networking, livestreaming, and forum useABSTRACT
Studies of online interaction involving identity can be divided into two
distinct categories. On the one hand, there is the study of the players, which often
asks questions of a psychological or economic nature. On the other hand, there is the
study of characters, which looks at issues of language or culture, and critical theory
topics such as gender, class, and race online. While these two approaches have
created a field of digital games research that provides many valuable resources and
research projects, the separation between these topics is also limiting due to the
complex and intertwined nature of online and offline interaction in the modern age.
This paper presents a new definition of persona as an additional
methodological concept that can be used to observe interaction in the online world,
particularly as it applies to the presentation of an identity to others. This construct
serves as a joint identity of character and player, combining these otherwise
separate topics to allow for a greater depth of understanding of the actions and
reasoning behind the characters and players of digital games. It is also applicable to
other online contexts, such as social networking, livestreaming, and forum use

ABSTRACT
Studies of online interaction involving identity can be divided into two
distinct categories. On the one hand, there is the study of the players, which often
asks questions of a psychological or economic nature. On the other hand, there is the
study of characters, which looks at issues of language or culture, and critical theory
topics such as gender, class, and race online. While these two approaches have
created a field of digital games research that provides many valuable resources and
research projects, the separation between these topics is also limiting due to the
complex and intertwined nature of online and offline interaction in the modern age.
This paper presents a new definition of persona as an additional
methodological concept that can be used to observe interaction in the online world,
particularly as it applies to the presentation of an identity to others. This construct
serves as a joint identity of character and player, combining these otherwise
separate topics to allow for a greater depth of understanding of the actions and
reasoning behind the characters and players of digital games. It is also applicable to
other online contexts, such as social networking, livestreaming, and forum use
ABSTRACT
Studies of online interaction involving identity can be divided into two
distinct categories. On the one hand, there is the study of the players, which often
asks questions of a psychological or economic nature. On the other hand, there is the
study of characters, which looks at issues of language or culture, and critical theory
topics such as gender, class, and race online. While these two approaches have
created a field of digital games research that provides many valuable resources and
research projects, the separation between these topics is also limiting due to the
complex and intertwined nature of online and offline interaction in the modern age.
This paper presents a new definition of persona as an additional
methodological concept that can be used to observe interaction in the online world,
particularly as it applies to the presentation of an identity to others. This construct
serves as a joint identity of character and player, combining these otherwise
separate topics to allow for a greater depth of understanding of the actions and
reasoning behind the characters and players of digital games. It is also applicable to
other online contexts, such as social networking, livestreaming, and forum use


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