2015
DOI: 10.1016/j.chb.2015.03.018
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The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations

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Cited by 120 publications
(120 citation statements)
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References 15 publications
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“…Given the limitations of the existing methods discussed above, it may be useful when moving forward as a field to consider various systems that have been used in the media studies literature to classify games. This literature includes a host of systems that differ based on the extent to which they use game experiences and motivations, mechanics, or structure, or a combination of gaming experiences and structure to differentiate between game genres. Many of the approaches in the media studies domain use a combination of qualitative and quantitative methods in order to construct taxonomies.…”
Section: Going Forwardmentioning
confidence: 99%
“…Given the limitations of the existing methods discussed above, it may be useful when moving forward as a field to consider various systems that have been used in the media studies literature to classify games. This literature includes a host of systems that differ based on the extent to which they use game experiences and motivations, mechanics, or structure, or a combination of gaming experiences and structure to differentiate between game genres. Many of the approaches in the media studies domain use a combination of qualitative and quantitative methods in order to construct taxonomies.…”
Section: Going Forwardmentioning
confidence: 99%
“…Kahn et al, 2015;Pobiedina, Neidhardt, Calatrava, y Werthner, 2013). Aunque sean dos géneros de MMO parecidos tienen diferencias destacables.…”
unclassified
“…Em consonância a esse cenário, não há dúvidas de que os jogos eletrônicos em suas diferentes plataformas estão mais populares e rentáveis do que nunca (KAHN, et al, 2015;LLORENS, 2017). Mais do que isso, com o advento da internet, os jogos eletrônicos ganharam outra dimensão, expandindo as redes relacionais entre jogadores do mundo todo (BERTRAN; CHAMARRO, 2016).…”
unclassified
“…E um dos casos mais paradigmáticos na indústria dos jogos eletrônicos, que tem consubstanciado a questão do e-Sports no globo, é o jogo online da produtora Riot Games -"League of Legends". Em síntese, trata-se de um dos jogos multiplayers mais jogados ao redor do mundo, movimentando cifras na casa dos bilhões de dólares anuais, estimulado pela prática amadora e profissional (KAHN, et al, 2015;LI, 2016;LLORENS, 2017;GRAY et al, 2018). Portanto, não à atoa, vemos que esse game tem sido cada vez mais objeto de investigação em várias pesquisas sobre determinados contextos.…”
unclassified