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dc.contributor.authorArjoranta, Jonne
dc.contributor.authorSiitonen, Marko
dc.date.accessioned2018-10-29T05:48:55Z
dc.date.available2018-10-29T05:48:55Z
dc.date.issued2018
dc.identifier.citationArjoranta, J., & Siitonen, M. (2018). Why Do Players Misuse Emotes in Hearthstone? : Negotiating the Use of Communicative Affordances in an Online Multiplayer Game. <i>Game Studies: the international journal of computer game research</i>, <i>18</i>(2). <a href="http://gamestudies.org/1802/articles/arjoranta_siitonen" target="_blank">http://gamestudies.org/1802/articles/arjoranta_siitonen</a>
dc.identifier.otherCONVID_28645446
dc.identifier.otherTUTKAID_79040
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/59973
dc.description.abstractThis paper examines player-to-player interaction in Hearthstone: Heroes of Warcraft (Blizzard Entertainment, 2004). The game designers have attempted to limit what they see as negative interaction by forcibly limiting player-to-player social interaction. Based on an analysis of forum discussions, this empirical study illustrates how players utilize Hearthstone's restricted communication affordances for negative and insulting purposes, and how players negotiate their shared symbolic reality concerning this type of interaction, labeled "Bad Manner(s)" or "BM". The continuous debate over an issue which ultimately cannot be solved shows that players care deeply about the game and the surrounding culture. This study contributes to our understanding of player-to-player communication, and offers insight into game design from a social interaction point-of-view. By doing so, it connects with the larger questions of emergent negotiations of meaning related to human communication behavior in technology-mediated settings with designed limitations on communicative affordances.fi
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherIT Universitetet i Koebenhavn
dc.relation.ispartofseriesGame Studies: the international journal of computer game research
dc.relation.urihttp://gamestudies.org/1802/articles/arjoranta_siitonen
dc.rightsIn Copyright
dc.subject.otheremotes
dc.subject.othergriefing
dc.subject.otherHearthstone
dc.subject.otherplayer interaction
dc.subject.otherplayer community
dc.titleWhy Do Players Misuse Emotes in Hearthstone? : Negotiating the Use of Communicative Affordances in an Online Multiplayer Game
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201810044354
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineIntercultural Communicationfi
dc.contributor.oppiaineIntercultural Communicationen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2018-10-04T12:15:20Z
dc.description.reviewstatuspeerReviewed
dc.relation.issn1604-7982
dc.relation.numberinseries2
dc.relation.volume18
dc.type.versionpublishedVersion
dc.rights.copyright©2001 - 2018 Game Studies
dc.rights.accesslevelopenAccessfi
dc.subject.ysoverkkopelit
dc.subject.ysomoninpelit
dc.subject.ysovuorovaikutus
dc.subject.ysososiaalinen vuorovaikutus
dc.subject.ysotunteet
dc.subject.ysoverkkoviestintä
dc.subject.ysopelikulttuuri
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22610
jyx.subject.urihttp://www.yso.fi/onto/yso/p26475
jyx.subject.urihttp://www.yso.fi/onto/yso/p10591
jyx.subject.urihttp://www.yso.fi/onto/yso/p10590
jyx.subject.urihttp://www.yso.fi/onto/yso/p3485
jyx.subject.urihttp://www.yso.fi/onto/yso/p14112
jyx.subject.urihttp://www.yso.fi/onto/yso/p25376
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en


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