Revue Française des Sciences de l’Information et de la Communication | |
Quand le jeu vidéo devient affaire de clan : un Clash Royale entre incitation et inhibition | |
关键词: Clash Royale; arena; dark patterns; incentive mechanisms; zero-sum games; clan; | |
DOI : 10.4000/rfsic.3610 | |
来源: DOAJ |
【 摘 要 】
More than 18 million players! In 2016, Clash Royale became one of the most popular free-to-play video games on mobile devices (tablets, smartphones, etc.). Compared to its competitors who have adopted a similar business model, it does not appear to have any intrusive or blocking gameplay mechanics. On the contrary, it is playful, unifying and immersive. This article shows that a more insidious mechanism is indeed present in Clash Royale, based on a paradox which incites a player, as they progress in the games, to feel both prompted to play, and then suddenly inhibited! Through an increasing social pressure, based on a strong hierarchical clan structure and a system of communication that permits or facilitates mockery, players may find themselves locked up in a "prisoner’s dilemma", with the only escape route of gambling (to regain self-confidence by slowing up their time), or else the purchase of optional bonuses in order to become more competitive. To this end, video game brings and enters into a new dimension where the community can lead you to your own loss. Let’s enter the arena!
【 授权许可】
Unknown