Exploring Players’ Interaction and Experience in Role-play Game from Perspective of Affordance and Value Co-creation - a Case Study of Fallout 76
(2024) SMMM40 20231Department of Service Studies
- Abstract
- The concept of servitization has brought about a significant transformation in numerous industries, signaling a strategic shift from a focus on goods to a service-oriented perspective. With the ascent of “Games as a Service”, Service-dominant logic is highly relevant in understanding games as a service. where players emerge as co-creators of value, shaping their unique experiences and meaning in the value co-creation process. While previous research has extensively explored players' gaming experience from a goods-centric viewpoint, it overlooks the active role players assume in the joint sphere of value co-creation. Thus, delving into the interaction and relationship dynamics between players and the specific affordances in the gaming... (More)
- The concept of servitization has brought about a significant transformation in numerous industries, signaling a strategic shift from a focus on goods to a service-oriented perspective. With the ascent of “Games as a Service”, Service-dominant logic is highly relevant in understanding games as a service. where players emerge as co-creators of value, shaping their unique experiences and meaning in the value co-creation process. While previous research has extensively explored players' gaming experience from a goods-centric viewpoint, it overlooks the active role players assume in the joint sphere of value co-creation. Thus, delving into the interaction and relationship dynamics between players and the specific affordances in the gaming environment is crucial. Therefore, this thesis investigates how player's value co-creation experience is and how affordances within games influence their value co-creation experience. The methodology employed for this exploration involves qualitative semi-structured interviews with 15 participants. The collected data are subsequently analyzed within the theoretical frameworks of affordance and value co-creation, which have been revised and developed for a more in-depth analysis.
The preliminary data analysis results reveal seven distinct types of co-created values that players can create and acquire, constituting their value co-creation experience, while the dynamic change of players' relative value co-creation has also been articulated in this study. Regarding the factors influencing players' value co-creation experience, the thesis posits that both players' subjective factors, capability of perceiving affordance, and objective factors, the design quality of affordances construct an impact on players' value co-creation experience. Finally, a series of findings are proposed based on the analysis chapter, including the player's active and direct role in RPG content and affordance creation, and the links between players' perception ability and design of affordance, etc. The thesis also concludes with a schematic presentation of value co-creation in RPG games and impacts brought by affordances, which can serve as a reference for scholars in the field of RPGs in the future. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9150767
- author
- Wei, Yao LU and Zhao, Jing LU
- supervisor
- organization
- course
- SMMM40 20231
- year
- 2024
- type
- H2 - Master's Degree (Two Years)
- subject
- keywords
- Affordance, RPG, Service-dominant logic, Servitization, Value co-creation experience, Video games
- language
- English
- id
- 9150767
- date added to LUP
- 2024-04-12 13:12:42
- date last changed
- 2024-04-12 13:12:42
@misc{9150767, abstract = {{The concept of servitization has brought about a significant transformation in numerous industries, signaling a strategic shift from a focus on goods to a service-oriented perspective. With the ascent of “Games as a Service”, Service-dominant logic is highly relevant in understanding games as a service. where players emerge as co-creators of value, shaping their unique experiences and meaning in the value co-creation process. While previous research has extensively explored players' gaming experience from a goods-centric viewpoint, it overlooks the active role players assume in the joint sphere of value co-creation. Thus, delving into the interaction and relationship dynamics between players and the specific affordances in the gaming environment is crucial. Therefore, this thesis investigates how player's value co-creation experience is and how affordances within games influence their value co-creation experience. The methodology employed for this exploration involves qualitative semi-structured interviews with 15 participants. The collected data are subsequently analyzed within the theoretical frameworks of affordance and value co-creation, which have been revised and developed for a more in-depth analysis. The preliminary data analysis results reveal seven distinct types of co-created values that players can create and acquire, constituting their value co-creation experience, while the dynamic change of players' relative value co-creation has also been articulated in this study. Regarding the factors influencing players' value co-creation experience, the thesis posits that both players' subjective factors, capability of perceiving affordance, and objective factors, the design quality of affordances construct an impact on players' value co-creation experience. Finally, a series of findings are proposed based on the analysis chapter, including the player's active and direct role in RPG content and affordance creation, and the links between players' perception ability and design of affordance, etc. The thesis also concludes with a schematic presentation of value co-creation in RPG games and impacts brought by affordances, which can serve as a reference for scholars in the field of RPGs in the future.}}, author = {{Wei, Yao and Zhao, Jing}}, language = {{eng}}, note = {{Student Paper}}, title = {{Exploring Players’ Interaction and Experience in Role-play Game from Perspective of Affordance and Value Co-creation - a Case Study of Fallout 76}}, year = {{2024}}, }