Transcript
Page 1: The win, the worth, and the work of play: Exploring phenomenal entertainment values in online gaming experiences

The win, the worth, and the work of play:

Jaime Banks @amperjay

Nicholas David Bowman @bowmanspartan

West Virginia University

Exploring phenomenal entertainment values in online

gaming experiences

Page 2: The win, the worth, and the work of play: Exploring phenomenal entertainment values in online gaming experiences
Page 3: The win, the worth, and the work of play: Exploring phenomenal entertainment values in online gaming experiences
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Page 5: The win, the worth, and the work of play: Exploring phenomenal entertainment values in online gaming experiences

Entertainment = enjoyment

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= Appreciation …

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immersion

socialization

autonomy

skill

But still …

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Control v. Cognition

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RQ1:

What is the nature of gamers’ phenomenal enjoyment and appreciation in their most memorable MMO gaming experiences?

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RQ2:

What is the distribution of enjoyment and appreciation among gamers’ most memorable MMO gaming experiences?

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RQ3:

What is the impact of player demographics on expressions of enjoyment and appreciation of their most memorable MMO gaming experiences?

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Undirected …• What is your favorite avatar?• What is your favorite memory

with that avatar?Please tell us that story.

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Participants• N = 391

• Gender: 48% male, 46% female, 6% genderqueer• Age: M = 27.9 (SD 7.76)• Education: 69% some college +• Active players: 88% logged in during previous week• Experienced players: M = 3.08 avatars at level cap

• Responses• M = 82.87 words (SD = 86.1)• Range 2-773 words, median 57 words

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Analysis• Content analysis for linguistic markers of

entertainment• Coder 1 identified 158 linguistic markers and coded E/A• Coder 2 coded E/A 𝛼𝛼 = .844 for 158 signifiers• 12 disagreements: 6 resolved, six ambiguous/excluded

• Thematic analysis for subjects of E/A markers• Coder 1 conducted emergent coding • Coder 2 evaluated for face validity

• Chi-square analysis for distribution of E/A codes overall (RQ2); stepwise regression predicting E/A as a function of demographic and play habits (RQ3)

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Entertainment markersEnjoyment (71)

• Laughed so hard• I was ecstatic• It rocked• Lit up with screams of

excitement• It was purely awesome• Still hilarious to me• X was glorious

Appreciation (87)• A change came over me• I don't prize him for X, I

prize him for Y• It was the culmination of X• It impacted me in a way I'll

never forget• It was a significant time• The only time I've ever felt X

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Gaming entertainment(RQ1)

Theme Enjoyment (n = 244)

Appreciation (n = 43)

Achievement n = 81 (33.2%) n = 26 (18.1%)

Immersion n = 18 (7.4%) n = 37 (25.9%)

Social Play n = 53 (21.7%) n = 26 (18.2%)

Avatar -- n = 18 (12.6%)

Emergent Play n = 21 (8.6%) --

Socializing n = 16 (6.6%) n = 12 (8.4%)

Aesthetics n = 10 (4.1%) n = 12 (8.4%)

Absurdity/whim n = 17 (7.0%) --

Gameplay n = 14 (5.4%) n = 5 (3.5%)

Progression n = 11 (4.5%) n = 4 (2.8%)

Challenge n = 3 (1.5%) n = 3 (2.1%)

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Achievement• Completion of game- or player-defined tasks

resulting in reward/recognition/satisfaction• Enjoyment (n = 81, 33.2% of referents)

• Emphasis on outcome or reward• First, best, rarest• Personal firsts

• Appreciation (n = 26, 18.1% of referents)• Emphasis on the process or conditions• Intrinsic value, worth• Team firsts

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Gameworld immersion• Getting ‘caught up’ through headcanons or char

narratives• Enjoyment (n = 81, 7.4% of referents)

• ‘Worldness’ and vastness• Player as epic• Playground (RP, exploration)

• Appreciation (n = 37, 25.% of referents) • Player/character role in the world• The avatar/world as epic• Authentic/fantastical/habitable place

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Social play• Gaming with others; individual roles in group success• Enjoyment (n = 53, 21.7% of referents)

• Formal gameplay + collegial interaction • Leading group success • Tactical synergy among friends, strangers • Group = tool for success

• Appreciation (n = 26, 18.2% of referents) • Camaraderie, teamwork, cooperation• Holding one’s own to make material contribution • Shared experience among guild, team• Group = partners (team is prime)

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Ego-centricity v. relationality

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Distribution …• Enjoyment

• M = .63 unique instances of enjoyment (SD = .858, Min = 0, Max = 5)

• 44% at least one enjoyment marker (n = 171)• Appreciation

• M = .37 instances of appreciation (SD = .797, Min = 0, Max = 5).

• 24% at least one appreciation marker (n = 94)• No correlation between enjoyment/appreciation use,

r(391) = .011, p = .833. • Enjoyment ≈ 2x Appreciation, t(390) = 5.97, p ~ .001. • Half don’t recall any entertainment value in

experiences

(RQ2)

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‘Work’ is memorable

• Formal gameplay (raiding, questing)

• Grinding(reputation, levels, pets)

• Maintenance(server xfers, utility play)

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Individual differences• Enjoyment

• Response length (+)

• Appreciation• Response length (+)• Game experience in # months (-)• No length/experience correlation

• Players’ responses were nearly twice as long for enjoyment recollection than for appreciation recollection (z = -2.77, p = .005)

(RQ3)

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Similitude + elaboration• Gamers are more alike than different in their

entertainment experiences• Appreciation linked to memory vividness or

motivation to recall?• Meaningfulness may devolve into mundane over

game tenure

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Future research• Role of the avatar? • Casual, social players? • (D)evolution of entertainment?

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@amperjay

N.D. BowmanWest Virginia University

Jaime BanksWest Virginia University

@bowmanspartan


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