Emergent behavior in PlayerUnknown’s Battlegrounds
Aguilar, Christopher Luis
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The study uses a combination of virtual world ethnography and archival inquiries of saved videos, replays, and clips to filter through raw data and find cases of emergent behavior of players within PlayerUnknown’s Battlegrounds. What I am looking for is emergent behavior that is outside of the goal orientated objectives. The main goal in battle royale games is to be the last one standing out of 100 players, yet players within this virtual world choose to deviate from this goal and as a result, new inventive gameplay is born.