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=Online Community Dynamics in the Video Game Industry= | ==Online Community Dynamics in the Video Game Industry== | ||
We are currently seeking qualified participants who are interested in being interviewed for our study. | We are currently seeking qualified participants who are interested in being interviewed for our study. | ||
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The goal of our research is two-fold. First, to gain a deeper understanding regarding the current approach to customer feedback and change management processes employed in the video game industry. Second, to highlight the current state of community impact on game governance. Our research has found that communication between game developers and their customers, or player communities, is an important element in building customer trust, market performance, and longevity. Unlike traditional non-interactive media (i.e., T.V. or movies) or physical products (i.e., software or clothing), online gaming exists in a collaborative and persistent online world (González-Sánchez, 2009). Thus, during initial game planning and gameplay (the service phase), customer feedback is typically critical to organizational success. | The goal of our research is two-fold. First, to gain a deeper understanding regarding the current approach to customer feedback and change management processes employed in the video game industry. Second, to highlight the current state of community impact on game governance. Our research has found that communication between game developers and their customers, or player communities, is an important element in building customer trust, market performance, and longevity. Unlike traditional non-interactive media (i.e., T.V. or movies) or physical products (i.e., software or clothing), online gaming exists in a collaborative and persistent online world (González-Sánchez, 2009). Thus, during initial game planning and gameplay (the service phase), customer feedback is typically critical to organizational success. | ||
Our research will explore the intersection between community impact (feedback), marketing influence, and governance (rules) regarding changes in successive versions of the game. Understanding this intersection requires us to define the structure and sources of game governance: the rules that guide development during product creation and game evolution during the service phase of a game’s lifecycle. Utilizing the feedback from our interviews this project aims to clarify our understanding of community impact on video game evolution. | Our research will explore the intersection between community impact (feedback), marketing influence, and governance (rules) regarding changes in successive versions of the game. Understanding this intersection requires us to define the structure and sources of game governance: the rules that guide development during product creation and game evolution during the service phase of a game’s lifecycle. Utilizing the feedback from our interviews this project aims to clarify our understanding of community impact on video game evolution. | ||
=Study Team= | |||
Team Lead: Zach Arenson <zarens@uw.edu> | Team Lead: Zach Arenson <zarens@uw.edu> | ||
Faculty Supervisor: Benjamin Mako Hill <makohill@uw.edu> | Faculty Supervisor: Benjamin Mako Hill <makohill@uw.edu> | ||