Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role-playing games

被引:27
|
作者
Rapp, Amon [1 ]
机构
[1] Univ Torino, Comp Sci Dept, Cso Svizzera 185, I-10149 Turin, Italy
关键词
engagement; ethnography; gamification; hedonic information systems; time; video games; INFORMATION-TECHNOLOGY; USER ENGAGEMENT; SYSTEMS; GAMIFICATION; WORK; IMPLEMENTATION; INTERNET; COMMUNICATION; ORGANIZATION; EXPERIENCE;
D O I
10.1111/isj.12328
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Researchers and developers constantly seek novel ways to create engaging applications that are able to retain their users over the long term, make them desire to spend time using the application or go back to using it after a break. With this aim, video games can be an insightful source of inspiration, as they are specifically designed to maximise playing time, increase players' intentions of playing during the day or enhance their willingness to replay. In a gaming context, 'time' is an important factor for engagement because game designers can design the game time to retain players in the game environment. Drawing on social practice theory, which is increasingly used in Information Systems (IS) research, I conducted an ethnographic study in World of Warcraft (WoW) to understand how various temporalities are produced within a video game and the effects that they have on players' engagement. The findings show that game temporalities stem from the complex interaction between the design features of the game and the norms, routines and expectations that are part of the game practices. Moreover, these temporalities can engender temporal experiences that may stimulate engagement in various ways. The study contributes to IS literature by proposing a novel understanding of how time can be intentionally designed to sustain user engagement. Finally, it suggests that 'time design' in video games could inspire designs in broader IS contexts, such as in the gamification of online communities, crowdsourcing platforms and crowd working systems.
引用
收藏
页码:5 / 32
页数:28
相关论文
共 50 条
  • [1] The relationships into the video games massively multiplayer online role-playing game (MMORPG)
    Alfonso Acevedo, Alvaro
    Chaux Lizarazo, Jessica Alejandra
    Rodriguez de Avila, Ubaldo Enrique
    [J]. ATHENEA DIGITAL, 2016, 16 (03): : 131 - 165
  • [2] Time to Play? Activity Engagement in Multiplayer Online Role-Playing Games
    Mahmassani, H. S.
    Chen, R. B.
    Huang, Y.
    Williams, D.
    Contractor, N.
    [J]. TRANSPORTATION RESEARCH RECORD, 2010, (2157) : 129 - 137
  • [3] Ethic in Massively Multiplayer Online Role-Playing Games
    Abramova, Veronika
    Bernardino, Jorge
    [J]. 2013 1ST INTERNATIONAL CONFERENCE OF THE PORTUGUESE SOCIETY FOR ENGINEERING EDUCATION (CISPEE), 2013,
  • [4] Addiction to Massively Multiplayer Online Role-Playing Games
    Ng, BD
    Wiemer-Hastings, P
    Hastings, W
    [J]. CYBERPSYCHOLOGY & BEHAVIOR, 2004, 7 (03): : 298 - 299
  • [5] Exploring game experiences and game leadership in massively multiplayer online role-playing games
    Jang, YeiBeech
    Ryu, SeoungHo
    [J]. BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2011, 42 (04) : 616 - 623
  • [6] Regression Testing of Massively Multiplayer Online Role-Playing Games
    Wu, Yuechen
    Chen, Yingfeng
    Xie, Xiaofei
    Yu, Bing
    Fan, Changjie
    Ma, Lei
    [J]. 2020 IEEE INTERNATIONAL CONFERENCE ON SOFTWARE MAINTENANCE AND EVOLUTION (ICSME 2020), 2020, : 692 - 696
  • [7] Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games
    Fuster, Hector
    Carbonell, Xavier
    Chamarro, Andres
    Oberst, Ursula
    [J]. SPANISH JOURNAL OF PSYCHOLOGY, 2013, 16
  • [8] Characterizing Virtual Populations in Massively Multiplayer Online Role-Playing Games
    Pittman, Daniel
    GauthierDickey, Chris
    [J]. ADVANCES IN MULTIMEDIA MODELING, PROCEEDINGS, 2010, 5916 : 87 - 97
  • [9] The Influence of Perceived Belonging on Massively Multiplayer Online Role-Playing Games
    Ernst, Claus-Peter H.
    [J]. PROCEEDINGS OF THE 50TH ANNUAL HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES, 2017, : 4091 - 4097
  • [10] Reducing the Attack Surface in Massively Multiplayer Online Role-Playing Games
    Bono, Stephen
    Caselden, Dan
    Landau, Gabriel
    Miller, Charlie
    [J]. IEEE SECURITY & PRIVACY, 2009, 7 (03) : 13 - 19