Value Theory and Online Video Gaming

Abstract Full-Text HTML Download Download as PDF (Size:2474KB) PP. 93-100
DOI: 10.4236/ajc.2014.23010    2,734 Downloads   4,424 Views  

ABSTRACT

Online video gaming has been an important object of study because of its complex social and cultural processes. However, few studies exist in the discipline of games studies that inspect actual gamers’ concepts of online gaming value. Value theory exists in other disciplines (economics, sociology, axiology, etc.), but has not yet been fully explored in relation to online gaming worlds. This study seeks to inspect how gamers define value and how this is expressed through their online gaming experiences. Additionally, the survey seeks to establish a link between the internal value of the games and the concept of value in the external, real world. The analysis of the survey in this paper shows that gamers establish value in online gaming in relation to value in the external.

Cite this paper

Burrill, D. (2014) Value Theory and Online Video Gaming. Advances in Journalism and Communication, 2, 93-100. doi: 10.4236/ajc.2014.23010.

Conflicts of Interest

The authors declare no conflicts of interest.

References

[1] Ball-Rokeach, S., & DeFleur, M. (1976). A Dependency Model of Mass-Media Effects. Communications Research, 3, 3-21. http://dx.doi.org/10.1177/009365027600300101
[2] Black, A. (2001). Modern American Queer History. Philadelphia: Temple University Press.
[3] Caillois, R. (1961). Man, Play and Games (M. Barash, Trans.). New York: Free Press of Glencoe.
[4] Castronova, E. (2006). On the Research Value of Large Games: Natural Experiments in Norrath and Camelot. Games and Culture, 1, 163-186. http://dx.doi.org/10.1177/1555412006286686
[5] Creedy, J. (2007). Development of the Theory of Exchange. Cheltenham, UK: Edward Elgar.
[6] Huizinga, J. (1945). Homo Ludens. New York: Harper and Row.
[7] Katz, M., & Foulkes, D. (1962). On the Use of Mass Media as “Escape:” Clarification of a Concept. The Public Opinion Quarterly, 26, 377-388. http://dx.doi.org/10.1086/267111
[8] Malaby, T. (2006). Parlaying Value: Capital in and Beyond Virtual Worlds. Games and Culture, 1, 141-162. http://dx.doi.org/10.1177/1555412006286688
[9] Marx, K. (1968). The Communist Manifesto (P. M. Sweezy, Trans.). New York: Monthly Review Press.
[10] Messner, M. (1992). Power at Play. Boston, Beacon.
[11] Odum, H. (1983). Systems Ecology: An Introduction. New York: John Wiley and Sons.
[12] Phelan, P., & Lane, J. (1998). The Ends of Performance. New York: NYU Press.
[13] Smith, A. (1937). The Wealth of Nations. New York: The Modern Library.
[14] Zizek, S. (1989). The Sublime Object of Ideology. London: Verso.

  
comments powered by Disqus

Copyright © 2020 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.