2023
Korkeila, Henry; Dashiell, Steven; Harviainen, J. Tuomas
Gaming Capital on Overwatch's Official Forums Journal Article
In: Games and Culture, vol. 20, iss. 2, pp. 171-189, 2023, ISSN: 1555-4120.
Abstract | Links | Tags: Content analysis, Forum, Frequency count, Gaming capital, Mixed methods
@article{Korkeila2023,
title = {Gaming Capital on Overwatch's Official Forums},
author = {Henry Korkeila and Steven Dashiell and J. Tuomas Harviainen },
url = {https://doi.org/10.1177/15554120231198890
https://journals.sagepub.com/doi/10.1177/15554120231198890?icid=int.sj-full-text.citing-articles.9},
doi = {10.1177/15554120231198890},
issn = {1555-4120},
year = {2023},
date = {2023-09-14},
urldate = {2023-09-14},
journal = {Games and Culture},
volume = {20},
issue = {2},
pages = {171-189},
abstract = {This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of capital (social, economic, cultural, symbolic) present, and in what linguistic form is the message posted. Findings: while discussions are within Overwatch's framework, there is scarcely any demonstrable amount of gaming capital in a single post or reply. Certain topics elicited more discussion, articulation methods varied but greatly leaned on the user's anecdotal experiences. Further, it was found that gaming capital is used to validate users’ own views and argument for the credibility of the user and their messages.},
keywords = {Content analysis, Forum, Frequency count, Gaming capital, Mixed methods},
pubstate = {published},
tppubtype = {article}
}
2022
Lankoski, Petri; Apperley, Thomas H.; Harviainen, J. Tuomas
Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon Journal Article
In: Games and Culture, vol. 18, iss. 1, pp. 102-123, 2022, ISSN: 1555-4120, (First published online April-21-2022. Upcoming publication January 2023.).
Abstract | Links | Tags: Adult games, Content analysis, Heteronormativity, Non-consensual sex, Patreon funding, Pornography
@article{Lankoski2022,
title = {Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon},
author = {Petri Lankoski and Thomas H. Apperley and J. Tuomas Harviainen},
url = {https://urn.fi/URN:NBN:fi:tuni-202205024229},
doi = {10.1177/15554120221084453},
issn = {1555-4120},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
journal = {Games and Culture},
volume = {18},
issue = {1},
pages = {102-123},
abstract = {This article examines the prominent role of Patreon in the rapidly growing sector of crowdfunded pornographic games. Recent research has indicated that, on average, more people (patrons) are funding pornographic digital games on Patreon than other (non-adult) digital games (Lankoski & Dymek, 2020). Graphtreon’s ‘Top Patreon Creators’ list from 9 June 2021 includes six NSFW game projects among the top 50 projects (ranked by number of Patrons).1 For example, Summertime Saga (Dark Cookie), the highest-ranked pornographic game, is third in terms of the number of funders, with 27,791 patrons funding $74,657 per month. While Wild Life – An Adult RPG (Adeptus Steve), which reportedly only had 9417 patrons as of 9 June 2021, receives a monthly income of $94,129 from those pledges.2 The current funding levels for both Patreon projects are considerably higher than when we began our sampling: since January 2020, the funding level for Summertime Saga has risen by 27.86%, while for Wild Life – An Adult RPG it has risen by 21.45%.},
note = {First published online April-21-2022. Upcoming publication January 2023.},
keywords = {Adult games, Content analysis, Heteronormativity, Non-consensual sex, Patreon funding, Pornography},
pubstate = {published},
tppubtype = {article}
}
Macey, Joseph; Bujić, Mila
The Talk of the Town: Community Perspectives on Loot Boxes Book Section
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 199-223, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Abstract | Links | Tags: Content analysis, Convergence, Gambling, Legal, Loot boxes, Overwatch
@incollection{Macey2022,
title = {The Talk of the Town: Community Perspectives on Loot Boxes},
author = {Joseph Macey and Mila Bujić
},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_11},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {199-223},
publisher = {Palgrave Macmillan},
abstract = {Loot boxes are a common monetization mechanic in the contemporary games industry. However, an increasing number of regulatory bodies have been investigating loot boxes, with several having concluded that they constitute gambling. There is, however, a lack of consensus, with some authorities concentrating on the way loot boxes are obtained, while others consider the value of their contents. Overwatch is particularly affected by this disparity as it remains legal in some jurisdictions but not in others. In order to understand the role and function of loot boxes, an expert analysis must be complemented with consumer voices. This chapter utilizes content analysis to investigate discussions of loot boxes in Overwatch fan communities, identifying several prominent themes: monetization, effects, contents, gambling, regulation, alternatives, and their specifics in Overwatch.},
keywords = {Content analysis, Convergence, Gambling, Legal, Loot boxes, Overwatch},
pubstate = {published},
tppubtype = {incollection}
}
