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“Killing Big Monster” - Games-as-a-Service: A Qualitative Study on Players’ Value Perceptions

Karlqvist, Love LU and Sjöstedt, Måns (2024) SYSK16 20241
Department of Informatics
Abstract
This bachelor's thesis investigates the perspectives of players in live service games, focusing on World of Warcraft: Dragonflight and the Game-as-a-Service (GaaS) model. Through a qualitative online survey conducted among purposively selected participants of online communities, players' perceptions of various game aspects were collected and analyzed, revealing a preference for features that provide a sense of progression, achievement, social engagement, and immersion. The findings suggest that Malone's (1981) Theory of Intrinsically Motivating Instruction needs modification to accommodate the social aspect of multiplayer games. The bachelor’s thesis contributes to understanding player preferences in social live service games, aligning... (More)
This bachelor's thesis investigates the perspectives of players in live service games, focusing on World of Warcraft: Dragonflight and the Game-as-a-Service (GaaS) model. Through a qualitative online survey conducted among purposively selected participants of online communities, players' perceptions of various game aspects were collected and analyzed, revealing a preference for features that provide a sense of progression, achievement, social engagement, and immersion. The findings suggest that Malone's (1981) Theory of Intrinsically Motivating Instruction needs modification to accommodate the social aspect of multiplayer games. The bachelor’s thesis contributes to understanding player preferences in social live service games, aligning with existing literature and enhancing the applicability of Malone's theory. The study also highlights the importance of prioritizing key features in GaaS product development to enhance player retention. Developers can use this insight to create more appealing products tailored to player preferences, ultimately contributing to the continuous improvement of games in accordance with specific player fantasies and socialization needs. (Less)
Abstract (Swedish)
Denna kandidatuppsats undersöker spelarnas perspektiv i live service-spel, med fokus på World of Warcraft: Dragonflight och modellen Game-as-a-Service (GaaS). Genom en kvalitativ onlineundersökning genomförd bland ett avsiktligt urval av deltagare i onlineforum samlades och analyserades spelarnas uppfattningar om olika spelaspekter, vilket visade en preferens för spelfunktioner och -innehåll som ger en känsla av framsteg, åstadkommande, socialt engagemang och uppslukande. Resultaten antyder att Malones (1981) Theory of Intinsically Motivating Instruction behöver modifieras för att rymma den sociala aspekten av spel med flerspelarläge. Kandidatuppsatsen bidrar till förståelse för spelarpreferenser i sociala live service-spel, i linje med... (More)
Denna kandidatuppsats undersöker spelarnas perspektiv i live service-spel, med fokus på World of Warcraft: Dragonflight och modellen Game-as-a-Service (GaaS). Genom en kvalitativ onlineundersökning genomförd bland ett avsiktligt urval av deltagare i onlineforum samlades och analyserades spelarnas uppfattningar om olika spelaspekter, vilket visade en preferens för spelfunktioner och -innehåll som ger en känsla av framsteg, åstadkommande, socialt engagemang och uppslukande. Resultaten antyder att Malones (1981) Theory of Intinsically Motivating Instruction behöver modifieras för att rymma den sociala aspekten av spel med flerspelarläge. Kandidatuppsatsen bidrar till förståelse för spelarpreferenser i sociala live service-spel, i linje med befintlig litteratur och förbättrar tillämpningen av Malones teori. Studien belyser också vikten av att prioritera nyckelfunktioner i GaaS-produktutveckling för att bättre behålla spelare. Utvecklare kan nyttja denna insikt för att skapa mer tilltalande produkter anpassade till spelarpreferenser, vilket i slutändan bidrar till kontinuerlig förbättring av spel i enlighet med specifika spelarfantasier och socialiseringsbehov. (Less)
Please use this url to cite or link to this publication:
author
Karlqvist, Love LU and Sjöstedt, Måns
supervisor
organization
alternative title
“Killing Big Monster” - Games-as-a-Service: En kvalitativ studie om hur spelare uppfattar värde
course
SYSK16 20241
year
type
M2 - Bachelor Degree
subject
keywords
Game-as-a-Service, Theory of Intrinsically Motivating Instruction, Hedonic Information Systems, Game design, World of Warcraft, Qualitative Research
language
English
id
9154095
date added to LUP
2024-05-24 13:40:57
date last changed
2024-05-24 13:40:57
@misc{9154095,
  abstract     = {{This bachelor's thesis investigates the perspectives of players in live service games, focusing on World of Warcraft: Dragonflight and the Game-as-a-Service (GaaS) model. Through a qualitative online survey conducted among purposively selected participants of online communities, players' perceptions of various game aspects were collected and analyzed, revealing a preference for features that provide a sense of progression, achievement, social engagement, and immersion. The findings suggest that Malone's (1981) Theory of Intrinsically Motivating Instruction needs modification to accommodate the social aspect of multiplayer games. The bachelor’s thesis contributes to understanding player preferences in social live service games, aligning with existing literature and enhancing the applicability of Malone's theory. The study also highlights the importance of prioritizing key features in GaaS product development to enhance player retention. Developers can use this insight to create more appealing products tailored to player preferences, ultimately contributing to the continuous improvement of games in accordance with specific player fantasies and socialization needs.}},
  author       = {{Karlqvist, Love and Sjöstedt, Måns}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{“Killing Big Monster” - Games-as-a-Service: A Qualitative Study on Players’ Value Perceptions}},
  year         = {{2024}},
}