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1.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

2.
Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interpret student gameplay and suggest an alternative approach to educational game design that accounts for identity, rather than transforms it.  相似文献   

3.
We describe salient aspects of the idioculture of videogame play, based on interviews conducted with 20 devoted videogame players and several hours of observation of small‐group game play. We explore the meaningfulness of videogame play for participants, specifically through an examination of the social quality of play, interaction during play, the enactment of status differences in and through play, and players’ desire to play games perfectly and/or completely. We elicit players’ comments about acceptable and unacceptable forms of cheating, and we explore their management of the stigma attached to playing violent games and playing excessively. We conclude by highlighting game players’ penchant for finding moral content in their favorite games and game characters.  相似文献   

4.
THEORYCRAFTING     
This article investigates theorycrafting, a cultural practice of gaming communities, to analyse the differences in participation, knowledge production and dissemination and to show the effect that this has on the community itself. Theorycrafting describes a process of reverse engineering, a process of extracting design ‘blue prints’ to understand a technology better, whose design is not accessible. The ‘design’ not accessible in this case is the game algorithm. The concept of scientification of gameplay is used to highlight the scientific approach of theorycrafters to their gameplay. Their ‘scientific’ approach is described by using Aristotle's concepts episteme, techne and phronesis. His concepts have been chosen as they help us to analyse the different layers of the meaning of ‘theory’ in theorycrafting. This article investigates which understanding of theory and science is central in the practice of theorycrafting. How is a specific concept of science part of mechanisms of participatory surveillance? Theorycrafting can be understood as the desire of players to gain control over the game and share this knowledge with other players. The production of knowledge for the community leads to formulas that are used to improve playing skills, but through the spread of add-ons and forms of social control, it can also be described as a tool for surveillance.  相似文献   

5.
In this article, we use an experiment to evaluate the performance of alternative refinements in a Myersonian link formation game with a supermodular payoff function. Our results show that a non‐cooperative refinement, the global games (GG) approach, outperforms alternative cooperative refinements (strong Nash equilibrium, coalition‐proof Nash equilibrium, and pairwise stable Nash equilibrium) in explaining the observed experimental behavior in the static game of complete information with three players. The results are robust to some comparative statics and the GG approach shows a high predictive power under incomplete information. However, under repeated interaction or with a greater number of players, the GG approach loses predictive power, but so do the cooperative refinements. The results illustrate the importance of coordination failure in practice and the need to design mechanisms to reduce this effect in practical decision‐making problems. (JEL C70, C92, D20, D44, D82)  相似文献   

6.
Deception and manipulation are expected in strategic gameplay, but how do players negotiate what counts as acceptable kinds of manipulation? We compare three examples from a corpus of 30 hours of competitive board game play, using conversation analysis to examine how players orient to the reasonableness of manipulations. We show that contingencies of timing of the attribution and receipt of the manipulation are as morally concerned as manipulation itself. Players organize their negotiations of acceptability around the concept of a “sporting” player or move. The “sporting” resource shows one situated members' method for collaboratively managing fairness and morality in play. A video abstract is available at https://youtu.be/IlaE‐w6FUxw .  相似文献   

7.
Field evidence suggests that people belonging to the same group often behave similarly, that is, behavior exhibits social interaction effects. We conduct a laboratory experiment that avoids the identification problem present in the field and allows us to study the behavioral logic of social interaction effects. Our novel design feature is that each subject is simultaneously a member of two randomly assigned and identical groups where only members (“neighbors”) are different. We study behavior in a coordination game with multiple equilibria and a public goods game, which has only one equilibrium in material payoffs. We speak of social interactions if the same subject at the same time makes group‐specific decisions that depend on their respective neighbors' decisions. We find that a majority of subjects exhibit social interaction effects both when the game has multiple equilibria in material payoffs and when it only has one equilibrium. (JEL C91, H41, K42, H26)  相似文献   

8.
In tandem with the technological advancement of immersive virtual environments, digital games have evolved into complex social worlds where people play collaboratively to achieve individual‐ and group‐oriented goals. The massively multiplayer online games genre has received international attention for the large numbers of users that commit a significant amount of time and effort to online play. Play styles within such game worlds are diverse, but “raiding” is generally considered among gamers and scholars alike to be the most challenging form of collaborative play. Like other forms of social activity, raiding is predicated on players' abilities to successfully coordinate individual lines of action. Yet the vast majority of raiders are not physically copresent during their collaborative efforts. Using Couch's theory of coordinated action as an interpretive frame, we explore the computer‐mediated process of raiding in the massively multiplayer online game World of Warcraft by analyzing ethnographic data and audio/visual recordings of gameplay. Our study expands Couch's theory of coordinated action in two ways. First, we demonstrate how individuals and groups simultaneously engage in multiple forms of coordinated activity (e.g., conflict and cooperation). Second, we reveal two semiotic layers of coordinated action—the “subject‐subject” (i.e., intersubjective) layer that is facilitated through the game's user interface, and the “subject‐object” layer that comprises players' interactions with the user interface itself. Our study thus considers the potential of Couch's theory for the study of computer‐mediated communication and nonhumans in interaction.  相似文献   

9.
This article looks at racism, nationalism, and culture wars within multicultural Internet communities, specifically looking at Omerta, an international mafia‐themed text‐based massively multiplayer online role‐playing game (MMORPG). Omerta allows players to live and create a world of their own where groups of players, called families, interact and work together in peace and war. The text‐based aspect leads the majority of play dealing with negotiations in multi‐user chat (Internet Relay Chat), with the focus being on diplomacy and negotiation. Within the Omerta game, players of Turkish nationality have been refused admission into some families due to the perception that their primary loyalties are to other members of their own nationality, rather than members of their current family. This has led to much turmoil within the community and the creation of “Turkish Alliances”— families consisting of only Turkish players due to the lack of recruiting from other nationalities. What does this say about the functionality of multiculturalism and the possibility for success?  相似文献   

10.
We study the minimal contributing set (MCS) game, a three‐person sequential step‐level public goods game. The behavior of critical third players changes with experience in this game even though they face no strategic or payoff uncertainty. We explore why these changes occur by manipulating subjects' experience in the first half of the experiment. The treatments give subjects very different initial experiences, but all treatments move subjects' choices toward experienced subjects' play in the control sessions. Long‐run play is indistinguishable across treatments. Our results are more consistent with the “discovered preferences” hypothesis ( Plott 1996 ) than either the “constructed preference” or “reference point” hypotheses. (JEL H41, C72, C92)  相似文献   

11.
This paper develops a strategic model of procrastination in which present‐biased agents prefer to perform an onerous task with someone else. This turns their decision of when to perform the task into a procrastination game—a dynamic coordination game between present‐biased players. The model characterizes the conditions under which interaction mitigates or exacerbates procrastination. A procrastinator matched with a worse procrastinator may perform her task earlier than she otherwise would: she wants to avoid the increased temptation that her peer's company would generate. Procrastinators can thus use bad company as a commitment device to mitigate their self‐control problem. (JEL C72, C73, D03, D91)  相似文献   

12.
In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players’ experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player’s arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.  相似文献   

13.
Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming ‘addiction’ scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.  相似文献   

14.
We exploit a natural experiment within each National Football League game, finding the first evidence in professional sports that referees succumb to the pressures of satisfying team personnel in the vicinity of possible violations. Using generalized additive models for binomial outcomes, we show that these sideline‐based differences in penalty rates, which are observed on common but influential penalties including pass interference and holding, peak near the centralized location of players and coaches on the sideline. With sizable interests in referee decisions, coaches and players often try to manipulate referee behavior with verbal and nonverbal communications; such actions appear to be persuasive. (JEL ZO, H3)  相似文献   

15.
We study the impact of communication on behavior in a two‐stage coordination game with asymmetric payoffs. We test experimentally whether individuals can avoid a head‐to‐head confrontation by means of coordinated strategies. In particular we analyze whether and how quickly a conflict‐avoidance take turn strategy can emerge. First, our results show that players learn to solve the conflict by choosing opposite options at both stages of the game. Second, many adopt a take turn strategy to sustain coordination over time and alleviate the inequality induced by the asymmetry of payoffs. Third, communication increases the likelihood of conflict resolution regardless of whether communication is unilateral or bilateral. (JEL C91, D74, L15, H71)  相似文献   

16.
Poker is a game of skill and chance, where players often experience significant monetary losses. Detrimental out-of-control poker decision-making due to negative emotions is known as tilting. A qualitative assessment of losing and tilting was conducted by analysing stories about significant monetary losses, written by Finnish on-line poker players (N = 60). Thematic and narrative analyses uncovered five themes and a narrative structure underlying the aetiology and phenomenology of tilting. Tilting, in the narratives, was often instigated by dissociative feelings (‘unreality’, disbelief) following a significant monetary loss. Thereafter, moral indignation was experienced, followed by chasing behaviour, in an attempt to restore a ‘fair balance’ between wins and losses. In the aftermath of tilting, self-focused feelings of disappointment, depression and/or anxiety, and sleeping problems were experienced. It was also observed that experienced players, as compared to inexperienced ones, exhibited in their narratives a more mature disposition towards encountering ‘bad luck’, and losing in general. The results are relevant in better understanding psychological processes related to losing in the multifaceted game of poker, thus contributing also to existing knowledge on detrimental gambling behaviour.  相似文献   

17.
Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players’ game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games—two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.  相似文献   

18.
We compare the behavior of groups and individuals in a two-person trust game. The first mover in this game, the sender, receives an endowment and can send any part of it to the responder; the amount sent is tripled, and the responder can then return to the sender any portion of the tripled sum. In a 2 × 2 design, the players in the roles of sender and responder are either individuals or groups of three players (who conduct face-to-face discussions to decide on a collective group strategy). We find that groups in the role of sender send smaller amounts than individuals, and expect lower returns. In particular, groups send nothing more often than individuals do (and are even more likely to do so when the responder is another group). Groups and individuals in the role of responder return on average the same fraction of the amount sent. Hence, we conclude that groups are less trusting than individuals, but just as trustworthy.  相似文献   

19.
This article examines one of the most popular computer games The Sims to consider whether the shared understanding of the game's "rules' can be understood through the concept of genre. The main argument is that the genre being used is "real life'. The game's creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game' s version of real life, and their own real-world experiences.  相似文献   

20.
ABSTRACT

The research examines an understudied facet of digital inequality: how digital inequality impacts identity work and emotion management. The analysis reveals how unequal access to digital resources shapes how well youths are able to play what I call the identity curation game. Digital resources determine youths’ ability to succeed in this game that is governed by three implicit rules: (1) constantly update or be sidelined, (2) engage in constant reciprocated identity-affirming interactions, and (3) maintain a strategy of vigilance to remove traces of failed identity performances. This article draws on Symbolic Interactionism and pays particular attention to Hochschild’s theory of emotion management. Drawing on these frameworks, the findings reveal how under-resourced youths experience connectivity gaps that disrupt their ability to play the identity curation game, as well as the resulting emotional consequences. Under-resourced youths manage distinctive negative emotions arising from connectivity gaps that hinder their digital identity work, as well as engaging in distinct kinds of suppressive work to police their own emotions including longing, envy, shame, frustration, and stigmatization. In making these linkages, the research reveals the cascading effects of digital inequality among youths where constant connectivity is the sine qua non of social inclusion.  相似文献   

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