Fear, loss and meaningful play: Permadeath in DayZ
This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter (MMOFPS) DayZ. We analyse the differences between ‘good’ and ‘bad’ instances of permadeath and argue that meaningfulness – in accordance with Salen and Zimmerman’s concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valenced play. We conclude by relating the appeal of permadeath to the excitation transfer effect, drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill 2 and gratuitously violent and gory games such as Mortal Kombat.
No Reference information available - sign in for access.
No Citation information available - sign in for access.
No Supplementary Data.
No Article Media
Document Type: Research Article
Affiliations: 1: The University of Sydney 2: The University of Melbourne
Publication date: 01 June 2017
More about this publication?
- The Journal of Gaming and Virtual Worlds focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments.
- Editorial Board
- Information for Authors
- Subscribe to this Title
- Intellect Books page
- Ingenta Connect is not responsible for the content or availability of external websites