Classifying multiplayer hybrid games to identify diverse player participation
Classifying multiplayer hybrid games to identify diverse player participation
Hybrid games are types of games that use multiple media channels, technologies or domains to expand the magic circle of play. However, there is little research on the classification of such games, and how different types affect player participation. We use a model to formalize the various structures of hybrid games, construct a classification scheme and use this as a platform for discussing how different types of hybrid games affect player participation. This paper provides a methodology whereby hybrid games can be classified, potentially fostering ideas for diverse hybrid games to be made. These classifications also enable assumptions to be made about how player participation varies depending on the channel structure of a hybrid game.
248-260
Javanshir, Ryan
b38ff085-0071-4c31-8560-08249d1750a2
Millard, David
4f19bca5-80dc-4533-a101-89a5a0e3b372
Carroll, Elizabeth
6589ba1a-368c-4f46-a296-8cdc47039123
December 2019
Javanshir, Ryan
b38ff085-0071-4c31-8560-08249d1750a2
Millard, David
4f19bca5-80dc-4533-a101-89a5a0e3b372
Carroll, Elizabeth
6589ba1a-368c-4f46-a296-8cdc47039123
Javanshir, Ryan, Millard, David and Carroll, Elizabeth
(2019)
Classifying multiplayer hybrid games to identify diverse player participation.
Zagalo, N., Veloso, A., Costa, L. and Mealha, O,
(eds.)
In Videogame Sciences and Arts.
vol. 1164,
Springer.
.
(doi:10.1007/978-3-030-37983-4_19).
Record type:
Conference or Workshop Item
(Paper)
Abstract
Hybrid games are types of games that use multiple media channels, technologies or domains to expand the magic circle of play. However, there is little research on the classification of such games, and how different types affect player participation. We use a model to formalize the various structures of hybrid games, construct a classification scheme and use this as a platform for discussing how different types of hybrid games affect player participation. This paper provides a methodology whereby hybrid games can be classified, potentially fostering ideas for diverse hybrid games to be made. These classifications also enable assumptions to be made about how player participation varies depending on the channel structure of a hybrid game.
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Published date: December 2019
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Local EPrints ID: 438114
URI: http://eprints.soton.ac.uk/id/eprint/438114
PURE UUID: 0bf74ce3-f13a-4e3c-b2db-82610db5c78e
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Date deposited: 28 Feb 2020 17:32
Last modified: 17 Mar 2024 02:46
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Contributors
Author:
Ryan Javanshir
Author:
David Millard
Author:
Elizabeth Carroll
Editor:
N. Zagalo
Editor:
A. Veloso
Editor:
L. Costa
Editor:
O, Mealha
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