Mastery and the mobile future of massively multiplayer games
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.
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Format: | Thesis |
Language: | eng |
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Massachusetts Institute of Technology
2009
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Online Access: | http://dspace.mit.edu/handle/1721.1/39150 http://hdl.handle.net/1721.1/39150 |
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author | Roy, Daniel, S.M. Massachusetts Institute of Technology |
author2 | Eric Klopfer. |
author_facet | Eric Klopfer. Roy, Daniel, S.M. Massachusetts Institute of Technology |
author_sort | Roy, Daniel, S.M. Massachusetts Institute of Technology |
collection | MIT |
description | Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007. |
first_indexed | 2024-09-23T14:18:05Z |
format | Thesis |
id | mit-1721.1/39150 |
institution | Massachusetts Institute of Technology |
language | eng |
last_indexed | 2024-09-23T14:18:05Z |
publishDate | 2009 |
publisher | Massachusetts Institute of Technology |
record_format | dspace |
spelling | mit-1721.1/391502019-04-12T11:13:13Z Mastery and the mobile future of massively multiplayer games Roy, Daniel, S.M. Massachusetts Institute of Technology Eric Klopfer. Massachusetts Institute of Technology. Dept. of Comparative Media Studies. Massachusetts Institute of Technology. Dept. of Comparative Media Studies. Comparative Media Studies. Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007. Includes bibliographical references (p. 64-66). What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see ourselves. MMOs motivate mastery by making that mastery personally and socially relevant, and visibly showing it increase. Virtual worlds that make players feel physically and socially present increase motivation to achieve mastery. MMOs that convince players their avatars represent some aspect of their personalities increase motivation to invest in and experiment with different constructions of self. I apply these principles to an analysis of two games: Labyrinth, a game I helped create, and World of Warcraft, the current leading MMO. With Labyrinth, I explain the design decisions we made and their impact. With World of Warcraft, I described how altering the design could accommodate mobile play and better motivate increasing mastery. by Daniel Roy. S.M. 2009-01-30T18:33:09Z 2009-01-30T18:33:09Z 2007 2007 Thesis http://dspace.mit.edu/handle/1721.1/39150 http://hdl.handle.net/1721.1/39150 166147145 eng M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission. http://dspace.mit.edu/handle/1721.1/39150 http://dspace.mit.edu/handle/1721.1/7582 66 p. application/pdf Massachusetts Institute of Technology |
spellingShingle | Comparative Media Studies. Roy, Daniel, S.M. Massachusetts Institute of Technology Mastery and the mobile future of massively multiplayer games |
title | Mastery and the mobile future of massively multiplayer games |
title_full | Mastery and the mobile future of massively multiplayer games |
title_fullStr | Mastery and the mobile future of massively multiplayer games |
title_full_unstemmed | Mastery and the mobile future of massively multiplayer games |
title_short | Mastery and the mobile future of massively multiplayer games |
title_sort | mastery and the mobile future of massively multiplayer games |
topic | Comparative Media Studies. |
url | http://dspace.mit.edu/handle/1721.1/39150 http://hdl.handle.net/1721.1/39150 |
work_keys_str_mv | AT roydanielsmmassachusettsinstituteoftechnology masteryandthemobilefutureofmassivelymultiplayergames |