2013
DOI: 10.1108/oir-10-2011-0181
|View full text |Cite
|
Sign up to set email alerts
|

Deception in video games: examining varieties of griefing

Abstract: Purpose -Though not new to online gamers, griefing -an act of play intended to cause grief to game players -is fairly understudied in LIS scholarship. The purpose of this paper is to expand the inventory of griefing varieties, consider their deceptive elements and examine attitudes towards the phenomenon. Design/methodology/approach -The authors collected and content analysed 80 (non-elicited) posts from the Something Awful forum thread and compared them to the results of ten (elicited) e-mail interviews. Find… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
10
0

Year Published

2015
2015
2022
2022

Publication Types

Select...
6
2

Relationship

0
8

Authors

Journals

citations
Cited by 21 publications
(11 citation statements)
references
References 15 publications
1
10
0
Order By: Relevance
“…This type of griefing would be an example of Foo and Koivisto's (2004) griefing category of power imposition, whereby the griefers in WoW enjoyed exploiting a loophole in a feature of the game to grief other players. These forms of griefing have been confirmed in other studies seeking to understand the behaviour (Achterbosch et al 2013;Rubin and Camm 2013).…”
Section: Griefing As a Form Of Gameplaysupporting
confidence: 59%
“…This type of griefing would be an example of Foo and Koivisto's (2004) griefing category of power imposition, whereby the griefers in WoW enjoyed exploiting a loophole in a feature of the game to grief other players. These forms of griefing have been confirmed in other studies seeking to understand the behaviour (Achterbosch et al 2013;Rubin and Camm 2013).…”
Section: Griefing As a Form Of Gameplaysupporting
confidence: 59%
“…Research has found that people are motivated by "play" to engage in deceptive online environments (Caspi & Gorsky, 2006). People enjoy the sense of excitement that accompanies engaging in online deception such as a Butler lie (Hancock et al, 2009), or griefing 4 strategies (Rubin & Camm, 2013). In online dating profiles, deception can frequently be identified in daters' photographs and communicative cues (Guadagno et al, 2012;Hancock et al, 2007;Hancock et al, 2010;Toma et al, 2008).…”
Section: Computer-mediated Deceptionmentioning
confidence: 99%
“…In gaming communities, such negative behaviors are often grouped under the label of "toxic behavior" (Kwak, Blackburn, & Han, 2015). Toxic behavior in online games can be common across genres, and most players experience these behaviors as they spend more time playing online (Rubin & Camm, 2013;Warner & Raiter, 2005). Discouraging anti-social behavior is an increasing goal among game producers, with major companies like Blizzard actively monitoring players' in-game interactions for signs of "trolling" intentionally playing poorly or in a way that elicits a negative response from others, (Morrisey, 2010).…”
Section: Introductionmentioning
confidence: 99%