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Lisbeth Klastrup, Why Death Matters: Understanding Gameworld Experience. JVRB - Journal of Virtual Reality and Broadcasting, 4(2007), no. 3. (urn:nbn:de:0009-6-10221)

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%0 Journal Article
%T Why Death Matters: Understanding Gameworld Experience
%A Klastrup, Lisbeth
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2007
%V 4(2007)
%N 3
%@ 1860-2037
%F klastrup2007
%X This article presents a study of the staging and implementation of death and the death penalty in a number of popular MMOGs and relates it to players general experience of gameworlds. Game mechanics, writings and stories by designers and players, and the results of an online survey are analysed and discussed. The study shows that the death penalty is implemented much in the same way across worlds; that death can be both trivial and non-trivial, part of the grind of everyday life, or essential in the creation of heroes, depending on context. In whatever function death may serves, it is argued that death plays an important part in the shaping and emergence of the social culture of a world, and in the individual players experience of life within it.
%L 004
%K Gameworlds
%K MMOGs
%K death
%K death penalty
%K experience
%K experience design
%K game design
%K gameworld
%K players
%K stories
%R 10.20385/1860-2037/4.2007.3
%U http://nbn-resolving.de/urn:nbn:de:0009-6-10221
%U http://dx.doi.org/10.20385/1860-2037/4.2007.3

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Bibtex

@Article{klastrup2007,
  author = 	"Klastrup, Lisbeth",
  title = 	"Why Death Matters: Understanding Gameworld Experience",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2007",
  volume = 	"4(2007)",
  number = 	"3",
  keywords = 	"Gameworlds; MMOGs; death; death penalty; experience; experience design; game design; gameworld; players; stories",
  abstract = 	"This article presents a study of the staging and implementation of death and the death penalty in a number of popular MMOGs and relates it to players general experience of gameworlds. Game mechanics, writings and stories by designers and players, and the results of an online survey are analysed and discussed. The study shows that the death penalty is implemented much in the same way across worlds; that death can be both trivial and non-trivial, part of the grind of everyday life, or essential in the creation of heroes, depending on context. In whatever function death may serves, it is argued that death plays an important part in the shaping and emergence of the social culture of a world, and in the individual players experience of life within it.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/4.2007.3",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-10221"
}

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RIS

TY  - JOUR
AU  - Klastrup, Lisbeth
PY  - 2007
DA  - 2007//
TI  - Why Death Matters: Understanding Gameworld Experience
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 4(2007)
IS  - 3
KW  - Gameworlds
KW  - MMOGs
KW  - death
KW  - death penalty
KW  - experience
KW  - experience design
KW  - game design
KW  - gameworld
KW  - players
KW  - stories
AB  - This article presents a study of the staging and implementation of death and the death penalty in a number of popular MMOGs and relates it to players general experience of gameworlds. Game mechanics, writings and stories by designers and players, and the results of an online survey are analysed and discussed. The study shows that the death penalty is implemented much in the same way across worlds; that death can be both trivial and non-trivial, part of the grind of everyday life, or essential in the creation of heroes, depending on context. In whatever function death may serves, it is argued that death plays an important part in the shaping and emergence of the social culture of a world, and in the individual players experience of life within it.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-10221
DO  - 10.20385/1860-2037/4.2007.3
ID  - klastrup2007
ER  - 
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Wordbib

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<b:Issue>3</b:Issue>
<b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-10221</b:Url>
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<b:Comments>This article presents a study of the staging and implementation of death and the death penalty in a number of popular MMOGs and relates it to players general experience of gameworlds. Game mechanics, writings and stories by designers and players, and the results of an online survey are analysed and discussed. The study shows that the death penalty is implemented much in the same way across worlds; that death can be both trivial and non-trivial, part of the grind of everyday life, or essential in the creation of heroes, depending on context. In whatever function death may serves, it is argued that death plays an important part in the shaping and emergence of the social culture of a world, and in the individual players experience of life within it.</b:Comments>
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ISI

PT Journal
AU Klastrup, L
TI Why Death Matters: Understanding Gameworld Experience
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2007
VL 4(2007)
IS 3
DI 10.20385/1860-2037/4.2007.3
DE Gameworlds; MMOGs; death; death penalty; experience; experience design; game design; gameworld; players; stories
AB This article presents a study of the staging and implementation of death and the death penalty in a number of popular MMOGs and relates it to players general experience of gameworlds. Game mechanics, writings and stories by designers and players, and the results of an online survey are analysed and discussed. The study shows that the death penalty is implemented much in the same way across worlds; that death can be both trivial and non-trivial, part of the grind of everyday life, or essential in the creation of heroes, depending on context. In whatever function death may serves, it is argued that death plays an important part in the shaping and emergence of the social culture of a world, and in the individual players experience of life within it.
ER

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Mods

<mods>
  <titleInfo>
    <title>Why Death Matters: Understanding Gameworld Experience</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Klastrup</namePart>
    <namePart type="given">Lisbeth</namePart>
  </name>
  <abstract>This article presents a study of the staging and implementation of death and the death penalty in a number of popular MMOGs and relates it to players general experience of gameworlds. Game mechanics, writings and stories by designers and players, and the results of an online survey are analysed and discussed. The study shows that the death penalty is implemented much in the same way across worlds; that death can be both trivial and non-trivial, part of the grind of everyday life, or essential in the creation of heroes, depending on context. In whatever function death may serves, it is argued that death plays an important part in the shaping and emergence of the social culture of a world, and in the individual players experience of life within it.</abstract>
  <subject>
    <topic>Gameworlds</topic>
    <topic>MMOGs</topic>
    <topic>death</topic>
    <topic>death penalty</topic>
    <topic>experience</topic>
    <topic>experience design</topic>
    <topic>game design</topic>
    <topic>gameworld</topic>
    <topic>players</topic>
    <topic>stories</topic>
  </subject>
  <classification authority="ddc">004</classification>
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        <number>4(2007)</number>
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      <detail type="issue">
        <number>3</number>
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      <date>2007</date>
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  </relatedItem>
  <identifier type="issn">1860-2037</identifier>
  <identifier type="urn">urn:nbn:de:0009-6-10221</identifier>
  <identifier type="doi">10.20385/1860-2037/4.2007.3</identifier>
  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-10221</identifier>
  <identifier type="citekey">klastrup2007</identifier>
</mods>
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