Game prototyping with community-driven narrative: Actor-network theory applied for Massively Multiplayer Online Games development

Sylker Teles Da Silva, Kiyoshi Tomimatsu

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

Indie game development and academic game prototyping sometimes require a small team or even a single person to develop an entire system. In either case, the deadline could be a serious problem. Chances are that an indie developer or an academic researcher wants to create a very complex game, like a Massively Multiplayer Online Game. This is maybe the worst-case scenario when the resources are very limited. This paper proposes a community-driven narrative to mitigate one of the biggest problems in the creation process: inventing the game story and background. In order to focus on technical development, a game designer can reach a well-established community, with a well-formed self-universe, and create from there instead of from scratch. To demonstrate this creation process, this work uses the Actor-Network Method to analyze the Skynerd Protocol game development case, a player-driven Massively Multiplayer Online Game born from doctoral research about contextual learning in massively games.

Original languageEnglish
Title of host publication2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013
Pages376-378
Number of pages3
DOIs
Publication statusPublished - Dec 1 2013
Event2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013 - Tokyo, Japan
Duration: Oct 1 2013Oct 4 2013

Publication series

Name2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013

Other

Other2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013
CountryJapan
CityTokyo
Period10/1/1310/4/13

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All Science Journal Classification (ASJC) codes

  • Electrical and Electronic Engineering

Cite this

Teles Da Silva, S., & Tomimatsu, K. (2013). Game prototyping with community-driven narrative: Actor-network theory applied for Massively Multiplayer Online Games development. In 2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013 (pp. 376-378). [6664862] (2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013). https://doi.org/10.1109/GCCE.2013.6664862