TY - GEN
T1 - Playing with streakiness in online games
T2 - 2018 CHI Conference on Human Factors in Computing Systems, CHI 2018
AU - Kou, Yubo
AU - Li, Yao
AU - Gui, Xinning
AU - Suzuki-Gill, Eli
N1 - Publisher Copyright:
© 2018 Copyright is held by the owner/author(s).
PY - 2018/4/20
Y1 - 2018/4/20
N2 - Streakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied in present online game research. How do players perceive streakiness? How does it impact player experience (PX)? How should streakiness be taken into consideration for the design of PX? In this paper, we address these questions through a qualitative study of player discussions about streakiness in League of Legends. We found that players developed various ways to describe a streak. Both winning and losing streaks negatively impacted PX. Players devised numerous strategies to manage streakiness, among which disengagement was a primary means. We analyze streakiness as a social construct through which players coped with complex game systems. We discuss design implications for managing streakiness in online games.
AB - Streakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied in present online game research. How do players perceive streakiness? How does it impact player experience (PX)? How should streakiness be taken into consideration for the design of PX? In this paper, we address these questions through a qualitative study of player discussions about streakiness in League of Legends. We found that players developed various ways to describe a streak. Both winning and losing streaks negatively impacted PX. Players devised numerous strategies to manage streakiness, among which disengagement was a primary means. We analyze streakiness as a social construct through which players coped with complex game systems. We discuss design implications for managing streakiness in online games.
UR - http://www.scopus.com/inward/record.url?scp=85046945840&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85046945840&partnerID=8YFLogxK
U2 - 10.1145/3173574.3174152
DO - 10.1145/3173574.3174152
M3 - Conference contribution
AN - SCOPUS:85046945840
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2018 - Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 21 April 2018 through 26 April 2018
ER -