Being mean in Space - Ecosystem of EVE Online Hausar 2017: Unterschied zwischen den Versionen

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Version vom 15. Oktober 2017, 10:54 Uhr

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Being mean in Space – The Player Ecosystem of EVE Online · Player Ecosystem of EVE Online
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Gernot Hausar · Wien 2017 · Verlag:  · Ed 1

Reihe: FROG 2017 Future and Reality of Gaming · ,
ISBN/ISBN13:/ · ISSN:
Sprache: English · (v1.00, Volltext)
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Hausar, Gernot: Being mean in Space – The Player Ecosystem of EVE Online -Player Ecosystem of EVE Online (Wien 2017). In: eLib.at (Hrg.), 15. Oktober 2019. URL: http://elib.at/
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Games · Computer Games · MMORPG · Game Studies · Ludology
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Being mean in Space – The Player Ecosystem of EVE Online

(Suggested track: players gaining power)

Panel talk, FROG main conference | Sunday, 15th October, 14:15 – 14:45

EVE Online from icelandic CCP-Games has a lot of innovative approaches for including players in the game development process. Through this and their very permissive in-game rule system for play, a lot of player initiatives have developed as an addition to the official channels between players and developers. This results in a lot of innovative play styles and tactics and a thriving eco-system in-and out of game with a faithful player-base.In this talk I give an overview and evaluation of the different channels between developers and players and how this fits into “playing” the game.


Links

And here you can find some Fan Content Sites: Abandon all hope, ye who enter here.

Newssites

Podcasts

Fan Fiction

EVE-Parody and Propaganda

EVE Players4Players Charity and Real Life Help

EVE Social

  • Twitter: #tweetfleet

https://twitter.com/hashtag/tweetfleet

  • Facebook:

https://www.facebook.com/eveonline/

  • Reddit:

https://www.reddit.com/r/Eve/

EVE Books


[I’m sure, I forgot a ton, please add in comments]


Literature

  • Bernard, Jessie (1954): The Theory of Games of Strategy as a Modern Sociology of Conflict. In: American Journal of Sociology 59 (5), S. 411–424.
  • Feix, Jeff (2006): Evil and Human Agency. Understanding Collective Evildoing. In: Journal of the American Academy of Psychiatry and the Law Online 34 (2), S. 262.
  • Gee, James Paul: Good Video Games and Good Learning. University of Madison. Madison. Online verfügbar unter http://www.academiccolab.org/resources/documents/Good_Learning.pdf.
  • Golub, Alex (2010): Being in the World (Of Warcraft). Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game. In: Anthropological Quarterly 83 (1), S. 17–45.
  • Khanolkar, Preeti R.; McLean, Paul D. (2012): 100-Percenting It. Videogame Play Through the Eyes of Devoted Gamers. In: Sociological Forum 27 (4), S. 961–985.
  • Losh, Elizabeth (2009): Regulating Violence in Virtual Worlds: Theorizing Just War and Defining War Crimes in World of Warcraft. In: Pacific Coast Philology 44 (2), S. 159–172. Online verfügbar unter http://www.jstor.org.uaccess.univie.ac.at/stable/25699564.