Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/7470
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dc.contributor.authorScott, MA-
dc.date.accessioned2013-06-14T08:18:06Z-
dc.date.available2013-06-14T08:18:06Z-
dc.date.issued2012-
dc.identifier.citationNew Review of Hypermedia and Multimedia, 18(4): 295 - 320, Dec 2012en_US
dc.identifier.issn1361-4568-
dc.identifier.urihttp://www.tandfonline.com/doi/abs/10.1080/13614568.2012.746743en
dc.identifier.urihttp://bura.brunel.ac.uk/handle/2438/7470-
dc.descriptionThis is the pre-print version of the Article. The official published version can be accessed from the links below - Copyright @ 2012 Taylor & Francis Ltden_US
dc.description.abstractMassively multiplayer online role-playing games (MMORPGs) produce dynamic socio-ludic worlds that nurture both culture and gameplay to shape experiences. Despite the persistent nature of these games, however, the virtual spaces that anchor these worlds may not always be able to exist in perpetuity. Encouraging a community to migrate from one space to another is a challenge now facing some game developers. This paper examines the case of Guild Wars® and its “Hall of Monuments”, a feature that bridges the accomplishments of players from the current game to the forthcoming sequel. Two factor analyses describe the perspectives of 105 and 187 self-selected participants. The results reveal four factors affecting attitudes towards the feature, but they do not strongly correlate with existing motivational frameworks, and significant differences were found between different cultures within the game. This informs a discussion about the implications and facilitation of such transitions, investigating themes of capital, value perception and assumptive worlds. It is concluded that the way subcultures produce meaning needs to be considered when attempting to preserve the socio-cultural landscape.en_US
dc.languageEnglish-
dc.language.isoenen_US
dc.publisherTaylor & Francis Ltden_US
dc.subjectMassively multiplayer online role-playing gamesen_US
dc.subjectVirtual worlden_US
dc.subjectSocio-ludic worlden_US
dc.subjectSynthetic worlden_US
dc.subjectMigrationen_US
dc.subjectTransitionen_US
dc.subjectGuild Wars (R)en_US
dc.titleA monument to the player: Preserving a landscape of socio-cultural capital in the transitional MMORPGen_US
dc.typeArticleen_US
dc.identifier.doihttp://dx.doi.org/10.1080/13614568.2012.746743-
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Computer Science

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