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Death matters: understanding gameworld experiences

Published: 14 June 2006 Publication History

Abstract

This paper presents a study of the staging and implementation of death and the death penalty in a number of popular MMOG's and relates it to players' general experience of gameworlds. Both game mechanics, as well as writings and stories by designers and players are analysed and discussed. The preliminary 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, and of the creation of heroes. In whatever function it serves, death however plays an important part in the shaping and emergence of the social culture of a world, and in the individual player's experience of life within it.

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Glater, J. 50 first deaths. New York Times Technology Review, March 4th, 2004. http://tech2.nytimes.com/mem/technology/techreview.html?res=9C05EFDA123FF937A35750C0A9629C8B63]]
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  • (2021)Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618894(01-08)Online publication date: 17-Aug-2021
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      cover image ACM Conferences
      ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
      June 2006
      572 pages
      ISBN:1595933808
      DOI:10.1145/1178823
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 14 June 2006

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      Author Tags

      1. MMOGs
      2. death
      3. death penalty
      4. entertainment worlds
      5. game design
      6. player experience
      7. player stories
      8. worldness

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      View all
      • (2021)Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618894(01-08)Online publication date: 17-Aug-2021
      • (2020)"I'll Be Back": A Taxonomy of Death and Rebirth in Platformer Video GamesExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382863(1-13)Online publication date: 25-Apr-2020
      • (2016)Cérémonies funéraires dans World of Warcraft. Révélateur des sociabilités en ligne ?Frontières10.7202/1040196ar28:2Online publication date: 2016
      • (2015)Funerals in the ‘World of Warcraft’: Religion, polemic, and styles of play in a videogame universeSocial Compass10.1177/003776861558784062:3(362-378)Online publication date: 1-Sep-2015
      • (2015)The Effect of Tactile Feedback on Mental Workload During the Interaction with a SmartphoneCross-Cultural Design Methods, Practice and Impact10.1007/978-3-319-20907-4_18(198-208)Online publication date: 19-Jul-2015
      • (2013)Permadeath: A review of literature2013 IEEE International Games Innovation Conference (IGIC)10.1109/IGIC.2013.6659156(40-47)Online publication date: Sep-2013
      • (2011)Anarchy OnlineThe Virtual Future10.1007/978-0-85729-904-8_4(55-72)Online publication date: 27-Jul-2011
      • (2010)Understanding Online (Game)worldsInternational Handbook of Internet Research10.1007/978-1-4020-9789-8_19(309-323)Online publication date: 5-Mar-2010
      • (2009)Online Multiplayer GamesSynthesis Lectures on Information Concepts, Retrieval, and Services10.2200/S00232ED1V01Y200912ICR0131:1(1-113)Online publication date: Jan-2009
      • (2008)World of Warcraft as a ludic cyborgProceedings of the 2008 Conference on Future Play: Research, Play, Share10.1145/1496984.1497046(264-265)Online publication date: 3-Nov-2008
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