Abstracts
Résumé
Les jeux mobiles font désormais partie intégrante de la vie quotidienne de nombreuses personnes, surtout depuis l’essor du modèle free-to-play (F2P) qui permet d’accéder à ces jeux gratuitement. Il est possible désormais de jouer à tout moment, en partie grâce aux caractéristiques de jeu qui incitent à y passer le plus de temps possible. L’intégration des pratiques de jeu dans la vie quotidienne demeure malgré tout un phénomène peu documenté. En prenant un ancrage conceptuel dans la théorie des pratiques sociales, cette étude vise à explorer comment les caractéristiques des jeux mobiles F2P façonnent l’intégration de ces pratiques dans le quotidien des joueurs. Nos analyses portent une attention aux rôles des matérialités et des temporalités pour comprendre ce processus d’intégration. Des analyses secondaires ont été effectuées sur des données recueillies par l’entremise d’entretiens semi-structurés menés auprès de 15 personnes qui jouent de façon quotidienne aux jeux mobiles F2P. L’analyse thématique a permis d’identifier comment le « stickiness », soit les caractéristiques de jeu qui incitent à y passer le plus de temps possible (par exemple, les nouveautés, les occasions limitées), favorisent une présence accrue des jeux dans la vie quotidienne. L’analyse permet aussi d’identifier comment d’autres caractéristiques, regroupées sous le concept de « slickness » (par exemple, les parties courtes, les interruptions), permettent aux jeux de s’intégrer harmonieusement dans le quotidien du joueur sans perturber son emploi du temps. Les résultats de cette étude permettent de mieux cerner l’équilibre qu’offrent les jeux F2P entre le « stickiness » et le « slickness » qui permet une omniprésence harmonieuse de ces jeux dans le quotidien des joueurs.
Mots-clés :
- jeux mobiles,
- free-to-play,
- théorie des pratiques sociales,
- stickiness,
- slickness,
- vie quotidienne
Abstract
Mobile games have become an integral part of many people’s daily lives, especially since the rise of the Free-to-Play (F2P) model, which enables access to these games for free. Players can play at any time, in part due to the characteristics of the game that encourage players to spend as much time as possible in the game. However, understanding the ways in which F2P gaming practices integrate in everyday life remains a poorly documented phenomenon. Drawing conceptually from social practices theory, this study aims to explore how the characteristics of F2P games shape the way these games integrate into players’ everyday lives, emphasizing the role of materialities and temporalities in understanding this process. Secondary analyses were conducted on data collected through semi-structured interviews with 15 participants who played mobile F2P games daily. Thematic analysis helped identify how games’ “stickiness”, which refers to characteristics that encourage players to spend as much time as possible in the game (new additions, limited offers), fosters the ubiquity of F2P games in everyday life. Analyses also show how characteristics regrouped under the concept of “slickness” (short gaming sessions, temporizing functions) enabled their harmonious integration into players’ everyday lives without causing friction with daily occupations. The results of this study provided insights on how F2P games achieving balance between stickiness and slickness contribute to integrating the games into players’ daily lives.
Keywords:
- mobile games,
- free-to-play,
- social practices theory,
- stickiness,
- slickness,
- everyday life
Resumen
Los juegos móviles son ya parte integrante de la vida cotidiana de mucha gente, sobre todo después del éxito del modelo Free-to-Play (F2P), que permite acceder a ellos de manera gratuita. Ahora es posible jugar en todo momento, en parte gracias a las características de juego, que incitan a hacerlo constantemente. La integración de las prácticas de juego en la vida cotidiana sigue siendo un fenómeno poco documentado. Basándose conceptualmente en la teoría de las prácticas sociales, este estudio se propone explorar de qué manera los juegos móviles F2P modelan la integración de estas prácticas en el cotidiano de los jugadores. Nuestro análisis presta atención a los roles de las materialidades y las temporalidades en este proceso de integración. Se han llevado a cabo análisis secundarios sobre datos recogidos en entrevistas semi estructuradas realizadas con 15 personas que juegan diariamente a los juegos móviles F2P. El análisis temático ha permitido identificar de qué manera la “stickiness” (adherencia), es decir, las características del juego que incitan a pasar jugando la mayor parte del tiempo posible, como por ejemplo, las novedades, las ocasiones limitadas, favorecen una mayor presencia de los juegos en la vida cotidiana. El análisis permite identificar también de qué manera otras características, agrupadas en el concepto de “slickness” (astucia), por ejemplo las partes cortas, las interrupciones, permiten al juego integrarse armoniosamente en el cotidiano de los jugadores sin perturbar su empleo del tiempo. Los resultados de este estudio permiten identificar mejor el equilibrio que ofrecen los juegos F2P entre la “stickiness” y la “slickness” que permiten una omnipresencia armoniosa de estos juegos en la cotidianeidad de los jugadores.
Palabras clave:
- juegos móviles,
- Free-to-Play,
- teoría de las prácticas sociales,
- stickiness,
- slickness,
- vida cotidiana
Appendices
Bibliographie
- Aitchison, C. C. (2003). Gender and leisure: Social and cultural perspectives. Routledge. https://doi.org/10.4324/9780203378748
- Alha, K. (2019). The imbalanced state of free-to-play game research: A literature review. Dans Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Digital Games Research Association DiGRA 2019.
- Alha, K., Koskinen, E., Paavilainen, J., Hamari, J. et Kinnunen, J. (2014). Free-to-Play games: Professionals’ perspective. Dans R. Altizer, J. P. Zagal, A. Waern et S. Björk (dir.), Proceedings of DiGRA Nordic 2014. Digital Games Research Association DiGRA 2014.
- Apperley, T. (2010). Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam Institute of Network Cultures.
- Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Tennent, P., Brown, B., Rowland, D., Benford, S., Capra, M. et Hampshire, A. (2006). Interweaving mobile games with everyday life. Dans R. Grinter, T. Rodden et P. Aoki (dir.), Proceedings of the SIGCHI conference on Human Factors in computing systems (p. 417-426). Association for Computing Machinery. https://doi.org/10.1145/1124772.1124835
- Bogost, I. (2010, 21 juillet). Cow Clicker – The Making of Obsession. Ian Bogost. https://bogost.com/writing/blog/cow_clicker_1/
- Braun, V. et Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa
- Brockmann, T., Stieglitz, S. et Cvetkovic, A. (2015). Prevalent business models for the apple app store. Wirtschaftsinformatik, 13(5), 1206-1221. https://aisel.aisnet.org/wi2015/81
- Caron, A. H. et Caronia, L. (2007). Moving cultures: Mobile communication in everyday life. McGill- Queen’s Press-MQUP. https://doi.org/10.1515/9780773576575
- Caronia, L. (2005). Feature report: Mobile culture: An ethnography of cellular phone uses in teenagers’ everyday life. Convergence, 11(3), 96-103. https://doi.org/10.1177/135485650501100307
- Chess, S. (2018). A time for play: Interstitial time, Invest/Express games, and feminine leisure style. New Media & Society, 20(1), 105-121. https://doi.org/10.1177/1461444816660729
- Chess, S. (2012). Going with the Flo: Diner Dash and feminism. Feminist Media Studies, 12(1), 83-99. https://doi.org/10.1080/14680777.2011.558350
- Chess, S. (2020). Play like a Feminist. MIT Press. https://doi.org/10.7551/mitpress/12484.001.0001
- Chiapello, L. (2013). Formalizing casual games: A study based on game designers’ professional knowledge. Dans C. Pearce, J. Sharp et H. W. Kennedy (dir.), Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies. Digital Games Research Association DiGRA 2013.
- Clark, O. (2014). Games as a service: How free to play design can make better games. CRC Press. https://doi.org/10.4324/9781315849102
- Copier, M. (2007). Beyond the magic circle: A network perspective on role-play in online games [thèse de doctorat, Utrecht University]. Utrecht University Student Theses Repository. https://dspace.library.uu.nl/bitstream/handle/1874/21958/index.htm%3Bsequence=11
- Cypher M. et Richardson, I. (2006). An actor-network approach to games and virtual environments. Dans Proceedings of the 2006 international conference on Game research and development (p. 254–259). Murdoch University.
- Eklund, L. (2012). The Sociality of Gaming: A mixed methods approach to understanding digital gaming as a social leisure activity [thèse de doctorat, Stockholms universitet]. DiVA. https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A574218&dswid=-3859
- Evans, E. (2016). The economics of free: Freemium games, branding and the impatience economy. Convergence, 22(6), 563-580. https://doi.org/10.1177/1354856514567052
- Frommel, J. et Mandryk, R. L. (2022). Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-23. https://doi.org/10.1145/3549489
- Giddens, A. (1984). The constitution of society: Outline of the theory of structuration. University of California Press.
- Grainge, P. (2011). Ephemeral Media: Transitory Screen Culture from Television to YouTube. BFI.
- Green, N. (2002). On the move: Technology, mobility, and the mediation of social time and space. The information society, 18(4), 281-292. https://doi.org/10.1080/01972240290075129
- Green, E. (2001). Technology, leisure and everyday practices. Dans E. Green et A. Adam (dir.), Virtual Gender (p. 195-210). Routledge.
- Guillemette, F. (2006). L’approche de la Grounded Theory pour innover? Recherches qualitatives, 26(1), 32-50. https://doi.org/10.7202/1085397ar
- Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J. et Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. https://doi.org/10.1016/j.chb.2016.11.045
- Highmore, B. (2002). The everyday life reader. Psychology Press.
- Hjorth, L. et Richardson, I. (2009). The waiting game: Complicating notions of (tele) presence and gendered distraction in casual mobile gaming. Australian Journal of Communication, 36(1), 23-35.
- Hjorth, L. et Richardson, I. (2014). Gaming in social, locative and mobile media. Springer. https://doi.org/10.1057/9781137301420
- Hjorth, L. et Richardson, I. (2021). Ambient Play: Understanding Mobile Games in Everyday Life. Dans H. Tomita (dir.), The Second Offline (p. 123-140). Springer. https://doi.org/10.1007/978-981-16-2425-4_8
- Hsiao, K. L. et Chen, C. C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic commerce research and applications, 16, 18-29. https://doi.org/10.1016/j.elerap.2016.01.001
- Kairouz, S., Savard, A.-C., Costes, J.-M., Ferland, F., Fiedler, I., French, M., Monson, E., Nieborg, D. et Reynolds, J. (2019). E-GAMES Canada : la monétisation des jeux à l’ère des technologies mobiles et du numérique. Instituts de recherche en santé du Canada. Projet de recherche financé par les Instituts de recherche en santé du Canada.
- Kallio, K. P., Mäyrä, F. et Kaipainen, K. (2011). At least nine ways to play: Approaching gamer mentalities. Games and Culture, 6(4). 327-353. https://doi.org/10.1177/1555412010391089
- King Digital Entertainment. (2014a, 18 février). Form F-1 Registration Statement. http://www.sec.gov/Archives/edgar/data/1580732/000119312514056089/d564433df1.htm
- Luton, W. (2013). Free-to-play: Making money from games you give away. New Riders.
- Mäyrä, F. et Alha, K. (2021). Mobile Gaming. Dans R. Kowert et T. Quandt (dir.), The Video Game Debate 2 (107-118). Routledge. https://doi.org/10.4324/9780429351815
- Meier, P. S., Warde, A., et Holmes, J. (2018). All drinking is not equal: how a social practice theory lens could enhance public health research on alcohol and other health behaviours. Addiction, 113(2), 206-213. https://doi.org/10.1111/add.13895
- Merchant, G. (2012). Mobile practices in everyday life: Popular digital technologies and schooling revisited. British Journal of Educational Technology, 43(5), 770-782. https://doi.org/10.1111/j.1467-8535.2012.01352.x
- Moore, C. (2011). The magic circle and the mobility of play. Convergence: The International Journal of Research into New Media Technologies, 17(4), 373-387. https://doi.org/10.1177/1354856511414350
- Nieborg, D. B. (2015). Crushing candy: The free-to-play game in its connective commodity form. Social Media + Society, 1(2). https://doi.org/10.1177/2056305115621932.
- Nieborg, D. B. (2016). Free-to-play games and app advertising: The rise of the player commodity. Dans J. F. Hamilton, R. Bodle et E. Korin (dir.), Explorations in critical studies of advertising (p. 38-51). Routledge. https://doi.org/10.4324/9781315625768
- Pargman, D., et Jakobsson, P. (2008). Do you believe in magic? Computer games in everyday life. European Journal of Cultural Studies, 11(2), 225-243. https://doi.org/10.1177/1367549407088335
- Paul, C. A. (2020). Free-to-play: Mobile video games, bias, and norms. MIT Press.
- Pierce, S. (2010). “Stickiness” in games, or: Why you can’t beat WoW. Gamasutra. http://www.gamasutra.com/blogs/ShayPierce/20100130/86533/quotStickinessquot_in_Games_or_Why_you_cant_beat_WoW.php
- Pilarska, J. (2021). The constructivist paradigm and phenomenological qualitative research design. Research paradigm considerations for emerging scholars, 64-83. https://doi.org/10.21832/9781845418281-008
- Pink, S., Hjorth, L., Horst, H., Nettheim, J. et Bell, G. (2018). Digital work and play: Mobile technologies and new ways of feeling at home. European Journal of Cultural Studies, 21(1), 26-38. https://doi.org/10.1177/1367549417705602
- Reckwitz, A. (2002). Toward a Theory of Social Practices A Development in Culturalist Theorizing. European Journal of Social Theory, 5(2), 243-263. https://doi.org/10.1177/13684310222225432
- Reynolds, J. (2016). Youth, Poker and Facebook: Another Case of Candy Cigarettes? [thèse de doctorat, University of Toronto]. TSpace. https://hdl.handle.net/1807/73145
- Rozner, S. (2021). Free to Play Mobile Game Design Fundamentals. Dans R. Dillon (dir.), The Digital Gaming Handbook (p. 117-126). CRC Press. https://doi.org/10.1201/9780429274596
- Schreier, M. (2018). Sampling and generalization. The SAGE handbook of qualitative data collection, 84-97. https://doi.org/10.4135/9781526416070
- Shove E., Pantzar M. et Watson M. (2012). The Dynamics of Social Practice: Everyday Life and How it Changes. Sage. https://doi.org/10.4135/9781446250655
- Verbeek, P. (2005). What things do: philosophical reflections on technology, agency and design. Pennsylvania State University Press. https://doi.org/10.5325/j.ctv14gp4w7
- Wajcman, J. (2008). Life in the fast lane? Towards a sociology of technology and time. The British journal of sociology, 59(1), 59-77. https://doi.org/10.1111/j.1468-4446.2007.00182.x
- Wearing, B. (1998). Leisure and feminist theory. Sage. https://doi.org/10.4135/9781446278970
- Whitson, J. R. et Dormann, C. (2011). Social gaming for change: Facebook unleashed. First Monday. https://doi.org/10.5210/fm.v16i10.3578
- Wijman, T. (2021, 22 décembre). The Games Market and Beyond in 2021: The Year in Numbers. Newzoo. https://newzoo.com/insights/articles/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming
- Wijman, T. (2022, 26 juillet). The Games Market Will Show Strong Resilience in 2022, Growing by 2.1% to Reach $196.8 Billion. Newzoo. https://newzoo.com/resources/blog/the-games-market-will-show-strong-resilence-in-2022
- Zaiets, S. (2020). Why AAA Studios Shift to Games-as-a-Service (GaaS) Model. Gridly. https://www.gridly.com/blog/games-as-a-service/