2015
DOI: 10.1386/jgvw.7.1.3_1
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Game platforms and the evolution of cheating practices: An exploratory study

Abstract: Game platforms and the evolution of cheating practices: an exploratory study abstraCtThis article explores how Facebook as a game platform influences players' gameplay, arguing that platforms shape play as well as cheating behaviours. Based on a player survey and follow-up qualitative interviews, it asks how players theorize cheating in such games relative to their existing social networks, Facebook's Terms of Service, and the specific types of games prevalent on Facebook. It explores how these features shape … Show more

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Cited by 5 publications
(5 citation statements)
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“…The aim of this ''discourse analysis'' 32 was mainly to collect the leading ''conversations''-that is, the core debating topics 32 (pp. [28][29]. The first analytic labels for framing the textual content were gameplay-that is, game rules and practices-and esthetics-that is, the symbolic and representational system.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The aim of this ''discourse analysis'' 32 was mainly to collect the leading ''conversations''-that is, the core debating topics 32 (pp. [28][29]. The first analytic labels for framing the textual content were gameplay-that is, game rules and practices-and esthetics-that is, the symbolic and representational system.…”
Section: Discussionmentioning
confidence: 99%
“…As a consequence, online discourses, user-generated content (UGC), and performances hosted are influenced, as well as their impact on game perceptions and understandings. The concept of ''platform'' was already used in Game Studies, 26,27 yet it was not applied to current online platforms related to gaming nor empirical researches (for an exception, see Consalvo and Vazquez 28 ), and the focus was mainly on technical/hardware aspects. Conversely, in this article, the interplay between users' activities/performing practices and ludic features is under the spotlight with the support of visualization techniques.…”
Section: Visualizing Gaming Service Platformsmentioning
confidence: 99%
“…Factors from the monetary to the social make the distribution of loot a high-stakes and difficult to administer social dilemma (Debeauvais, Nardi, Lopes, Yee, & Ducheneaut, 2012; Friedline & Collister, 2012; Livingston, Gutwin, Mandryk, & Birk, 2014). Furthermore, “cheating” is endemic (Consalvo & Vazquez, 2015): the nature of valuable loot items is such that no player can be prevented from stealing them as soon as they drop, and the stolen item immediately becomes “bound” to its owner in a way that that player couldn’t give it to another even if they wanted to.…”
Section: The Studymentioning
confidence: 99%
“…In such dynamics, which are socially grounded, online communities and environments are playing an increasingly important role. In-game violence (and playing itself) is more and more debated and consumed aside from the game (Gandolfi, 2018;Consalvo & Vazquez, 2015;Muriel & Crawford, 2018). Portals like YouTube, Reddit, Twitch.tv, and Discord are environments where individuals share in-game materials, discuss strategies and ideas, and strengthen connections and relations.…”
Section: For An Alternative Violencementioning
confidence: 99%