Location

Online

Event Website

https://hicss.hawaii.edu/

Start Date

3-1-2022 12:00 AM

End Date

7-1-2022 12:00 AM

Description

Video Game development is driven more and more by the input from player communities – both prior to release and post-release. This study focuses on a particular game community using a netnographic approach and applies the theoretical lens of free innovation. Data stems from analyzing 1,798 forum threads based on players’ ideas and suggestions, 9 interviews with active forum contributors and 2 community managers. NVivo software was used to code the suggestion threads into themes. Subsequently, the themes were analyzed based on the extent to which they were implemented into the game within the timeframe of the first four months post-release. This study thus sheds light on community management in the video games industry and players spending their free time on idea generation. Moreover, through thematic coding, the article offers a potential method on how to converge the vast amount of qualitative data stemming from player communities’ suggestions.

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Jan 3rd, 12:00 AM Jan 7th, 12:00 AM

Online communities as a source of innovation: A netnographic study on Crusader Kings 3

Online

Video Game development is driven more and more by the input from player communities – both prior to release and post-release. This study focuses on a particular game community using a netnographic approach and applies the theoretical lens of free innovation. Data stems from analyzing 1,798 forum threads based on players’ ideas and suggestions, 9 interviews with active forum contributors and 2 community managers. NVivo software was used to code the suggestion threads into themes. Subsequently, the themes were analyzed based on the extent to which they were implemented into the game within the timeframe of the first four months post-release. This study thus sheds light on community management in the video games industry and players spending their free time on idea generation. Moreover, through thematic coding, the article offers a potential method on how to converge the vast amount of qualitative data stemming from player communities’ suggestions.

https://aisel.aisnet.org/hicss-55/dsm/games_and_gaming/4