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Death and dying in DayZ

Published: 30 September 2013 Publication History

Abstract

Avatar death is essentially universal in combat games, and ubiquitous in all other genres; death of a player's materialization in the game space is used to identify the player's failure and temporary removal from play. Yet the possibilities for creating interesting social dynamics and game play experiences through the design and configuration of death mechanics in games remains largely unexplored. In this paper we discuss the first person shooter game DayZ, which has configured death with an extreme level of consequentiality not found in other online first-person-shooters. We examine the affect of this consequentiality on the player experience and attitudes towards death and dying in DayZ. On the basis of our research data, we find that the increased consequentiality of death in DayZ principally affects the game experience by intensifying social interactions, raising a player's perceived level of investment and invoking moral dilemmas.

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Cited By

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  • (2023)Dying, Death, and the Afterlife in Human-Computer Interaction. A Scoping Review.Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581199(1-16)Online publication date: 19-Apr-2023
  • (2023)Death Is Not the End (of the Game): So, What Is It?The Art of Dying10.1007/978-3-031-35217-1_7(135-153)Online publication date: 4-Aug-2023
  • (2021)Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618894(01-08)Online publication date: 17-Aug-2021
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Other conferences
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
September 2013
243 pages
ISBN:9781450322546
DOI:10.1145/2513002
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 the author(s) 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].

Sponsors

  • Macquarie University-Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 September 2013

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Author Tags

  1. DayZ
  2. avatar death
  3. character death
  4. death
  5. dying
  6. nightmare mode
  7. perma-death

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  • Research-article

Funding Sources

  • Institute for a Broadband Enabled Society

Conference

IE'2013
Sponsor:
IE'2013: The 9th Australasian Conference on Interactive Entertainment -
September 30 - October 1, 2013
Melbourne, Australia

Acceptance Rates

IE '13 Paper Acceptance Rate 20 of 51 submissions, 39%;
Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2023)Dying, Death, and the Afterlife in Human-Computer Interaction. A Scoping Review.Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581199(1-16)Online publication date: 19-Apr-2023
  • (2023)Death Is Not the End (of the Game): So, What Is It?The Art of Dying10.1007/978-3-031-35217-1_7(135-153)Online publication date: 4-Aug-2023
  • (2021)Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618894(01-08)Online publication date: 17-Aug-2021
  • (2020)Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village TopluluğuGalatasaray Üniversitesi İleti-ş-im Dergisi10.16878/gsuilet.620851Online publication date: 24-Jun-2020
  • (2020)"I'll Be Back": A Taxonomy of Death and Rebirth in Platformer Video GamesExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382863(1-13)Online publication date: 25-Apr-2020
  • (2018)Отношение к глобальным рискам у геймеров с разным предпочитаемым типом компьютерных игрПсихологические исследования10.54359/ps.v11i62.25111:62Online publication date: 9-Dec-2018
  • (2018)Instantaneously punctuated picture-music: Re-evaluating videogame expression through Pilgrim in the MicroworldConvergence: The International Journal of Research into New Media Technologies10.1177/135485651879509525:5-6(970-984)Online publication date: 22-Aug-2018
  • (2018)Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer GamesAdvances in Computer Entertainment Technology10.1007/978-3-319-76270-8_14(187-201)Online publication date: 21-Feb-2018
  • (2017)A Good Reason to DieProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3026047(5087-5097)Online publication date: 2-May-2017
  • (2016)« I Live. I Die. I Live Again ». Comprendre le jeu par la mortFrontières10.7202/1040194ar28:2Online publication date: 2016
  • Show More Cited By

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