Hooshyar, D., Yousefi, M., Lim, H.: Data-driven approaches to game player modeling: a systematic literature review. Ĭai, X., Cebollada, J., Cortiñas, M.: From traditional gaming to mobile gaming: video game players’ switching behaviour. 1–13 (2021)īhattacharya, A., et al.: The pandemic as a catalyst for reimagining the foundations of location-based games. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pp. Sparrow, L.A., Gibbs, M., Arnold, M.: The ethics of multiplayer game design and community management: industry perspectives and challenges. We argue that the primary reason for the observed backlash is that the players’ lives have become intertwined with digital products, and hence, changing these products alters the players’ lives as well. In both the analyzed cases, players’ offline culture played a paramount role in the backlash. In this article we analyze these two examples and demonstrate the importance of understanding player behavior more broadly than what can be derived from quantitative in-game data. Examples include the announcement of Diablo Immortal at BlizzCon 2018, and the #HearUsNiantic campaign among Pokémon GO players in August 2021. Despite the control and insight that the utilization of data brings to game design and business decisions, video game developers occasionally receive backlash from their player communities. Several popular contemporary online multiplayer games and franchises are developed and managed with the aid of multiple data sources.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |