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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/10.20385/1860-2037/4.2007.3Download
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@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" }Download
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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 -Download
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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. ERDownload
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> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>JVRB - Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>4(2007)</number> </detail> <detail type="issue"> <number>3</number> </detail> <date>2007</date> </part> </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>Download
Full Metadata
Bibliographic Citation | JVRB, 4(2007), no. 3. |
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Title |
Why Death Matters: Understanding Gameworld Experience (eng) |
Author | Lisbeth Klastrup |
Language | eng |
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. |
Subject | Gameworlds, MMOGs, death, death penalty, experience, experience design, game design, gameworld, players, stories |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-10221 |
DOI | https://doi.org/10.20385/1860-2037/4.2007.3 |