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dc.contributor.authorThaicharoen, S
dc.contributor.authorGow, J
dc.contributor.authorDrachen, A
dc.date.accessioned2023-12-19T12:10:45Z
dc.date.available2023-12-19T12:10:45Z
dc.date.issued2023-01-01
dc.identifier.issn2836-3523
dc.identifier.urihttps://qmro.qmul.ac.uk/xmlui/handle/123456789/93056
dc.description.abstractThis paper examines the evolving landscape of modern digital games, emphasizing their nature as live services that continually evolve and adapt. In addition to engaging with the core gameplay, players and other stakeholders actively participate in various game-related experiences, such as tournaments and streaming. This interplay forms a vibrant and intricate ecosystem, facilitating the construction and dissemination of knowledge about the game. Such knowledge flow, accompanied by resulting behavioral changes, gives rise to the concept of a video game meta. Within the competitive gaming context, the meta represents the strategic and tactical knowledge that goes beyond the fundamental mechanics of the game, enabling players to gain a competitive advantage. We present a review of the state-of-the-art of knowledge for game metas and propose a novel model for the meta knowledge structure and propagation that accounts for this ecosystem, based on a review of the academic literature and practical examples. By exploring the dynamics of knowledge exchange and its influence on gameplay, the review presented here sheds light on the intricate relationship between game evolution, player engagement, and the associated emergence of game meta.en_US
dc.publisherHuman Kineticsen_US
dc.relation.ispartofJournal of Electronic Gaming and Esports
dc.rightsThis is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License, CC BY 4.0, which permits unrestricted noncommercial and commercial use, distribution, and reproduction in any medium, provided the original work is properly cited, the new use includes a link to the license, and any changes are indicated. See http://creativecommons.org/licenses/by/4.0. This license does not cover any third-party material that may appear with permission in the article.
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.titleAn Ecosystem Framework for the Meta in Esport Gamesen_US
dc.typeArticleen_US
dc.rights.holder© 2023 The Authors. Published by Human Kinetics, Inc.
dc.identifier.doi10.1123/jege.2022-0045
pubs.issue1en_US
pubs.notesNot knownen_US
pubs.volume1en_US
rioxxterms.funderDefault funderen_US
rioxxterms.identifier.projectDefault projecten_US
qmul.funderEPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI)::epsrcen_US


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This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License, CC BY 4.0, which permits unrestricted noncommercial and commercial use, distribution, and reproduction in any medium, provided the original work is properly cited, the new use includes a link to the license, and any changes are indicated. See http://creativecommons.org/licenses/by/4.0. This license does not cover any third-party material that may appear with permission in the article.
Except where otherwise noted, this item's license is described as This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License, CC BY 4.0, which permits unrestricted noncommercial and commercial use, distribution, and reproduction in any medium, provided the original work is properly cited, the new use includes a link to the license, and any changes are indicated. See http://creativecommons.org/licenses/by/4.0. This license does not cover any third-party material that may appear with permission in the article.