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dc.creatorAguilar, Christopher Luis
dc.date.accessioned2019-08-12T15:54:28Z
dc.date.available2019-08-12T15:54:28Z
dc.date.created2019-08
dc.date.issued2019-08
dc.date.submittedAugust 2019
dc.identifier.urihttps://hdl.handle.net/2346/85067
dc.description.abstractThe 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.
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.subjectPlayerUnknown's Battleground
dc.subjectEthnography
dc.subjectEmergent behavior
dc.subjectCommunication
dc.subjectPerformance
dc.subjectBehavioral
dc.subjectSocial cohesion
dc.subjectCheating
dc.subjectNonverbal communication
dc.subjectTemporary truces
dc.titleEmergent behavior in PlayerUnknown’s Battlegrounds
dc.typeThesis
dc.date.updated2019-08-12T15:54:29Z
dc.type.materialtext
thesis.degree.nameMaster of Arts
thesis.degree.levelMasters
thesis.degree.disciplineMass Communications
thesis.degree.grantorTexas Tech University
thesis.degree.departmentMass Communications
dc.contributor.committeeMemberCummins, R. Glenn
dc.contributor.committeeMemberCondis, Megan
dc.contributor.committeeChairSchweizer, Bobby
dc.rights.availabilityUnrestricted.
dc.creator.orcid0000-0003-2120-7951


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