Defining grief play in MMORPGs: player and developer perceptions
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The art of game design: a book of lenses
The art of game design: a book of lenses
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Every day in online games designed to entertain, an unknown percentage of users are experiencing what is known as 'Griefing'. Griefing is used to describe when a player within a multiplayer online environment intentionally disrupts another player's game experience for his/her own personal enjoyment or material gain. Unrestrained, griefing could lead to a downward spiral of the number of people playing Massively Multiplayer Online Role-Playing Games (MMORPG)s, and possibly the death of smaller MMORPGs. Big game publishers may not wish to risk supporting the genre. There have been studies conducted in the past that attempt to define griefing and the different forms it takes in MMORPGs. These were outlined from the perception of the general player, and so did not examine differences in perception of griefing by different types of players. The authors conducted an online survey with the intention to discover the perception of various in-game actions previously identified in research as griefing, among griefers and griefing victims. In general players who identified themselves as griefers were more likely to regard these actions as a part of the game people had to learn to accept and not griefing. However some patterns of commonality were also observed between griefers and subjects of griefing, with some actions previously identified as griefing in the literature less commonly regarded as griefing by both player types in this survey.