期刊论文详细信息
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】

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