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Truce in online games

Published: 23 November 2009 Publication History

Abstract

This paper reports on the preliminary findings of a study examining the nature of rules in the online multiplayer game modification Defense of the Ancients (DotA). It was found that players use numerous truce calls (categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or the maintenance of 'fair play' in a game. The possibility of providing feedback on the use of truce calls to developers as part of the design process is also considered.

References

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Blizzard. Warcraft III: The Frozen Throne. Irvine, California, Blizzard Entertainment (2003).
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Foo, C. Y. and Koivisto, E. M. I. Defining grief play in MMORPGs: player and developer perceptions. ACM International Conference Proceeding Series 74. (2004), 245--250.
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Lin, H. and C.-T. Sun. The 'White-eyed' Player Culture: Grief Play and Construction of Deviance in MMORPGs. Digital Games Research Association Conference (DIGRA). Vancouver. (2005).
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Opie, I. and Opie, P. The Lore and Language of Schoolchildren. Oxford, Clarendon Press (1959).
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Postigo, H. Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modifications. Games and Culture 2(4) (2007), 300--313.
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Raymond, E. The Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary. Sebastopol, CA, O'Reilly. (1999)
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Salen, K. and E. Zimmerman (2004). Rules of Play: Game Design Fundamentals. London, The MIT Press.
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Simon, R. L. (1991). Fair Play: Sports, Values, and Society. Boulder, Westview Press.
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Sotamaa, O. On modder labour, commodification of play, and mod competitions. First Monday 12(9) (2007).
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Strauss A, Corbin J. Basics of Qualitative Research: Grounded Theory Procedures and Techniques. Sage, (1990).
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Sutton-Smith, B. The Ambiguity of Play. Cambridge, Massachusetts, Harvard University Press.(1997)

Cited By

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  • (2014)Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2)2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048109(1-8)Online publication date: Oct-2014

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    OZCHI '09: Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
    November 2009
    445 pages
    ISBN:9781605588544
    DOI:10.1145/1738826
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 23 November 2009

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    Author Tags

    1. DotA
    2. defense of the ancients
    3. game studies
    4. rules

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    OZCHI '09 Paper Acceptance Rate 32 of 60 submissions, 53%;
    Overall Acceptance Rate 362 of 729 submissions, 50%

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    • (2014)Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2)2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048109(1-8)Online publication date: Oct-2014

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