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\n\n \n \n \n \n \n Social aspects of the game development process in the global gam jam.\n \n \n \n\n\n \n Pirker, J.; Punz, A.; Lesjak, I.; and Drachen, A.\n\n\n \n\n\n\n In
ACM International Conference Proceeding Series, 2018. \n
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\n\n \n\n \n \n doi\n \n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {Social aspects of the game development process in the global gam jam},\n type = {inproceedings},\n year = {2018},\n keywords = {Game development,Game jam,Social network analysis},\n id = {b89c8c8b-7f7a-305e-9362-9b4c1c4285b2},\n created = {2020-05-07T13:09:32.772Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.772Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© 2018 Copyright is held by the owner/author(s). Game jamming is a valuable tool and process to connect game developers from a range of disciplines such as art, programming, audio engineering, or story-telling. The Global Game Jam® (GGJ) thus fundamentally supports the process of connecting people, and forms a basis for studying teamwork formation and -mechanics. It is an annual event, where participants (jammers) meet on physical locations to develop games together within a short time-span of 48 hours. People with similar interest but different skill-sets have the chance to meet and collaborate to create prototypes of games together, whether digital or analog. In this explorative study, data from the GGJ website across four years of game jams and their participants are analyzed, towards investigating group interaction and group forming behavior. The focus is on using social network analysis and social metrics to evaluate the influence of a) jammer skillset and b) jam locations, on social and communicative structures among game jammers in the GGJ environment. The findings suggest that different skill-sets support different forms of social structures and also setups in countries refer to different group sizes and different social structures.},\n bibtype = {inproceedings},\n author = {Pirker, J. and Punz, A. and Lesjak, I. and Drachen, A.},\n doi = {10.1145/3196697.3196700},\n booktitle = {ACM International Conference Proceeding Series}\n}
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\n © 2018 Copyright is held by the owner/author(s). Game jamming is a valuable tool and process to connect game developers from a range of disciplines such as art, programming, audio engineering, or story-telling. The Global Game Jam® (GGJ) thus fundamentally supports the process of connecting people, and forms a basis for studying teamwork formation and -mechanics. It is an annual event, where participants (jammers) meet on physical locations to develop games together within a short time-span of 48 hours. People with similar interest but different skill-sets have the chance to meet and collaborate to create prototypes of games together, whether digital or analog. In this explorative study, data from the GGJ website across four years of game jams and their participants are analyzed, towards investigating group interaction and group forming behavior. The focus is on using social network analysis and social metrics to evaluate the influence of a) jammer skillset and b) jam locations, on social and communicative structures among game jammers in the GGJ environment. The findings suggest that different skill-sets support different forms of social structures and also setups in countries refer to different group sizes and different social structures.\n
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\n\n \n \n \n \n \n Analyzing player networks in Destiny.\n \n \n \n\n\n \n Pirker, J.; Rattinger, A.; Drachen, A.; and Sifa, R.\n\n\n \n\n\n\n
Entertainment Computing, 25: 71-83. 3 2018.\n
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@article{\n title = {Analyzing player networks in Destiny},\n type = {article},\n year = {2018},\n keywords = {Games},\n pages = {71-83},\n volume = {25},\n month = {3},\n publisher = {Elsevier B.V.},\n day = {1},\n id = {c6bd20f6-7fbe-3609-b02e-519115ab0dd9},\n created = {2020-05-07T13:09:32.776Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.776Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n citation_key = {Pirker2018b},\n private_publication = {false},\n abstract = {Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer.},\n bibtype = {article},\n author = {Pirker, Johanna and Rattinger, André and Drachen, Anders and Sifa, Rafet},\n doi = {10.1016/j.entcom.2017.12.001},\n journal = {Entertainment Computing}\n}
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\n Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer.\n
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\n\n \n \n \n \n \n Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity.\n \n \n \n\n\n \n Schiller, M., H.; Wallner, G.; Schinnerl, C.; Calvo, A., M.; Pirker, J.; Sifa, R.; and Drachen, A.\n\n\n \n\n\n\n
IEEE Transactions on Games, 11(4): 416-425. 2018.\n
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\n\n \n\n \n \n doi\n \n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n\n\n\n
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@article{\n title = {Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity},\n type = {article},\n year = {2018},\n pages = {416-425},\n volume = {11},\n id = {1d4d43f1-edbc-31ea-b4d9-b91580f3b3d6},\n created = {2020-05-07T13:09:32.777Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.777Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Social features, matchmaking, and grouping functions are key elements of online multi-player experiences. Understanding how social connections form in and around games and their relationship to in-game activity offers insights for building and maintaining player bases and for improving engagement and retention. This paper presents an analysis of the groups formed by users of the the100.io - a social matchmaking website for different commercial titles, including Destiny on which we focus in this paper. Groups formed on the100.io can be described across a range of social network related metrics. Also, the social network formed within a group is evaluated in combination with user-provided demographic and preference data. Archetypal analysis is used to classify groups into archetypes and a correlation analysis is presented covering the effect of group characteristics on in-game-activity. Finally, weekly activity profiles are described. Our results indicate that group size as well as the number of moderators within a group and their connectedness to other team members influences a group's activity. We also identified four prototypical types of groups with different characteristics concerning composition, social cohesion, and activity.},\n bibtype = {article},\n author = {Schiller, Michael H. and Wallner, Gunter and Schinnerl, Christopher and Calvo, Alexander Monte and Pirker, Johanna and Sifa, Rafet and Drachen, Anders},\n doi = {10.1109/tg.2018.2858024},\n journal = {IEEE Transactions on Games},\n number = {4}\n}
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\n Social features, matchmaking, and grouping functions are key elements of online multi-player experiences. Understanding how social connections form in and around games and their relationship to in-game activity offers insights for building and maintaining player bases and for improving engagement and retention. This paper presents an analysis of the groups formed by users of the the100.io - a social matchmaking website for different commercial titles, including Destiny on which we focus in this paper. Groups formed on the100.io can be described across a range of social network related metrics. Also, the social network formed within a group is evaluated in combination with user-provided demographic and preference data. Archetypal analysis is used to classify groups into archetypes and a correlation analysis is presented covering the effect of group characteristics on in-game-activity. Finally, weekly activity profiles are described. Our results indicate that group size as well as the number of moderators within a group and their connectedness to other team members influences a group's activity. We also identified four prototypical types of groups with different characteristics concerning composition, social cohesion, and activity.\n
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\n\n \n \n \n \n \n \n Virtual Reality STEM Education from a Teacher's Perspective.\n \n \n \n \n\n\n \n Pirker, J.; Holly, M.; Almer, H.; Gütl, C.; and Belcher, J.\n\n\n \n\n\n\n
iLRN 2019 London, Workshop, Long and Short Paper, and Poster Proceedings,1-8. 2018.\n
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@article{\n title = {Virtual Reality STEM Education from a Teacher's Perspective},\n type = {article},\n year = {2018},\n keywords = {interactive simula-,stem education,virtual reality,vr},\n pages = {1-8},\n websites = {http://jpirker.com/wp-content/uploads/2013/09/2019_ILRN_Maroon_Teachers___Final_Version_Short_Paper_ILRN.pdf},\n id = {28797de9-87a1-3542-943a-bef9dacb4f62},\n created = {2020-05-07T13:09:32.826Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:12:03.229Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Pirker, J and Holly, M and Almer, H and Gütl, C and Belcher, JW},\n journal = {iLRN 2019 London, Workshop, Long and Short Paper, and Poster Proceedings}\n}
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\n\n \n \n \n \n \n Social Network Analysis in Games User Research.\n \n \n \n\n\n \n Pirker, J.\n\n\n \n\n\n\n 2018.\n
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\n\n \n\n \n \n doi\n \n \n\n \n link\n \n \n\n bibtex\n \n\n \n \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@book{\n title = {Social Network Analysis in Games User Research},\n type = {book},\n year = {2018},\n source = {Games User Research},\n keywords = {Game development,Games User Research,Play Experience,Playtesting,Social Network Analysis,Social Networks,User Experience,User testing},\n id = {9d9597e2-c399-3509-baa4-e1164129b119},\n created = {2020-05-07T13:09:33.001Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:33.001Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Oxford University Press 2018. All rights reserved. This chapter is an introduction to Social Network Analysis (SNA) with a focus on the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research (GUR) to understand player behaviour in a social context.},\n bibtype = {book},\n author = {Pirker, J.},\n doi = {10.1093/oso/9780198794844.003.0029}\n}
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\n © Oxford University Press 2018. All rights reserved. This chapter is an introduction to Social Network Analysis (SNA) with a focus on the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research (GUR) to understand player behaviour in a social context.\n
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