Category Archives: online games

Gamification: Risk and Reward

Gamification people love the notion of incentives: a leaderboard, badges, ranks, points etc.  Incentives are a positive form of reward that many games use to engage users. What’s missing out in this approach however, is that rewards are not something you inevitably obtain simply by participating in play. Rewards in games are the result of taking […]

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Online gaming in China: Berkeley talk (updated video)

My good friend Steve was nice enough to edit my Power Point presentation into the video recording of my talk about Berkeley on February 25th.  This talk is from the World Craft: Culture and Business of Gaming in East Asia conference held on February 25-26th 2011.  You can find my abstract for the talk here.  […]

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War of Internet Addiction 网瘾战争

At the World Craft: The Business and Culture of Gaming in East Asia conference we were shown a  machinima made by Chinese World of Warcraft players entitled ‘War of Internet Addiction’ 网瘾战争’ (see the full video here with translation).  The drama/documentary covers a number of issues facing WoW players in China over the past couple […]

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online games in China – a bibliography – additions

I have added some articles to my bibliography of research on online games in China.  See the original list in its entirety here: Lee, YH and Lin, H. (2005). An Irrational Black Market? Boundary Work Perspective on the Stigma of in-game Asset Transactions. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. (Taiwan) Lin, H. (2005).  Gendered […]

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Upcoming Conference: World Craft: the Business and Culture of Gaming in East Asia

I am pleased to have been invited to give a talk at the upcoming conference “World Craft: The Business and Culture of Gaming in East Asia“.  The conference is sponsored jointly by the  Chinese Studies, Center for (CCS), Japanese Studies, Center for (CJS), Korean Studies, Center for (CKS), Institute of East Asian Studies, and the Berkeley Center for […]

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online games in China – a bibliography

(updated March 18th 2011) A chunk of my Masters research dealt with online games in China.  In my thesis I examined how particular mixtures of material infrastructure, software platforms and the desires of gamers creates uniquely ‘gamic’ spatial distributions of social networks.  By focusing  specifically on the variable ‘need for speed’ in video games  (think […]

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