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https://doi.org/10.1...arrow_drop_down
https://doi.org/10.1007/119445...
Part of book or chapter of book . 2006 . Peer-reviewed
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DBLP
Conference object . 2017
Data sources: DBLP
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Ghost Worlds – Time and Consequence in MMORPGs

Authors: Anders Tychsen; Michael Hitchens;

Ghost Worlds – Time and Consequence in MMORPGs

Abstract

MMORPGs are an increasingly popular form of entertainment, yet are limited in their ability to tell stories when compared to other media. This paper analyses some of the underlying reasons for this inability, using techniques form narrative analysis. One of the basic problems identified is that the design of MMORPGs inhibits the use of techniques used in other media to create engaging stories by manipulating the presentation of time. The other issue identified is the problems MMORPGs experience in presenting stories with meaningful consequence. A means to a possible solution to these problems, in separating the personal player view point from that of the overall world view, is discussed.

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
6
Average
Top 10%
Average
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