Griffiths M.D. et al. (2004) “Online Computer Gaming: A Comparison of Adolescent and Adult Gamers” Journal of Adolescence, Vol. 27 (Issue 1), P.87-96
This study focuses upon adult and adolescent players on the popular online game, Everquest. Through a questionnaire, gaming frequency, their opinion about the game and how they played (alone, with friends, as a male character, as a female character etc.) was assessed. Out of 540 players who took part, it was found that females were more likely to be in the adult than the adolescent demographic, and adolescents were more likely to sacrifice education or work in favour of the game. In addition, adolescents were significantly more likely than adults to cite their favourite aspect of the game to be the violence. Findings also showed addictive behaviour towards the game, possibly because it incorporates co-operative and competitive play, which make it more susceptible to addiction, however, this would benefit from further research.
Showing posts with label Online gaming. Show all posts
Showing posts with label Online gaming. Show all posts
Tuesday, 17 March 2009
Friday, 13 March 2009
W8. Task 6. Disagreements no. 5 Adult Gamers
My next article deals with game playing online, particularly the differences in attitudes towards playing MMORPGs (Massively Multi-player Online Role Playing Games) of adult and adolescent gamers. Results showed that adults were more likely to play as a different gender then were the adolescent players.
My criticism of this would be that rather than the game being completely interactive as the article suggests, perhaps it shows more signs of interpassitivity, that is, the enhanced freedom to choose rather than the freedom to create. In this way, the game is rather a combination of choices than a complete blank slate, and maybe choosing to be a character of the opposite gender is just a representation of this, rather than an indication of the psyche of the player who chooses to do so. I am not familiar with the game but maybe a female character has a set of characteristics which would be beneficial to the game and the same may be true of female players who chose to play as males?
Article: Griffiths M.D. et al. (2004) “Online Computer Gaming: A Comparison of Adolescent and Adult Gamers” Journal of Adolescence, Vol. 27 (Issue 1), P.87-96
My criticism of this would be that rather than the game being completely interactive as the article suggests, perhaps it shows more signs of interpassitivity, that is, the enhanced freedom to choose rather than the freedom to create. In this way, the game is rather a combination of choices than a complete blank slate, and maybe choosing to be a character of the opposite gender is just a representation of this, rather than an indication of the psyche of the player who chooses to do so. I am not familiar with the game but maybe a female character has a set of characteristics which would be beneficial to the game and the same may be true of female players who chose to play as males?
Article: Griffiths M.D. et al. (2004) “Online Computer Gaming: A Comparison of Adolescent and Adult Gamers” Journal of Adolescence, Vol. 27 (Issue 1), P.87-96
Friday, 30 January 2009
Interactivity in Online Gaming 2.2
An example of a web-site which invites the user to have an interactive role are gaming web-sites, for example playing poker online. One which I believe would be an interesting example of interactivity is http://www.pkr.com This I believe is interesting because it goes that little bit further in replicating real life, as their mission statement makes clear:
The interactivity of the game is prioritised, in their eyes setting them above the rest of the industry; it is possible to represent yourself in a large number of different ways, for example by selecting different emotions to convey and facial expressions. Moreover, real life is replicated through the 3D game play and ways of interacting with other players. However, I would argue that although it visually replicates real life to a high degree in comparison to its competitors, the interactivity is more limited than you would first assume from their mission statement.
I would argue that instead it is a form of “Consultational Interactivity”, as suggested by Graham Meikle, which is interactivity where the user is able to select and chose different interactions, however, there are a limited number of fixed choices. This could be seen as a form of ‘interpassitivity’, as really there is just a slightly wider choice of options, creating the illusion of being able to interact fully, rather than being able to create.
“PKR is more than just a pretty face. We use our advanced gaming technology to serve the game of poker and enhance our user’s experience in ways no other poker room can. PKR’s unique ‘Emote control’ technology, combined with a number of other one-of-a-kind game features mean players on PKR can interact and engage with the game and each other in way that’s personal, involving and highly entertaining. PKR is bringing the personality into online poker.” PKR website
The interactivity of the game is prioritised, in their eyes setting them above the rest of the industry; it is possible to represent yourself in a large number of different ways, for example by selecting different emotions to convey and facial expressions. Moreover, real life is replicated through the 3D game play and ways of interacting with other players. However, I would argue that although it visually replicates real life to a high degree in comparison to its competitors, the interactivity is more limited than you would first assume from their mission statement.
I would argue that instead it is a form of “Consultational Interactivity”, as suggested by Graham Meikle, which is interactivity where the user is able to select and chose different interactions, however, there are a limited number of fixed choices. This could be seen as a form of ‘interpassitivity’, as really there is just a slightly wider choice of options, creating the illusion of being able to interact fully, rather than being able to create.
Labels:
Graham Meikle,
interactivity,
interpassitivity,
Online gaming
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