-
Main benefits of paper:
· Computer games are not too
widely studied within the research community and it would be beneficial
to have more papers discussing about
games andentertainment·
Novel framework for studying the evolution
and effects of computer gamesand virtual
environments· Highly interesting topic that could serve as an opening
line for the new branch of
discussions - from sociological and
technological perspectives·
Promising
and
potential case study analysis has
been conducted in search
of empirical data to support the theoretical
part· Interestingly
written text that could easily be
targeted for a widevariety of
audience - serves well the popularisation
aspects of research·Topic
seems to fit the overall scope of
the conference and further
effort has been made to adapt the
text according to the general theme
- Main weaknesses of paper:
· The argumentation and justifications
are not clearly presented. Some
amount of literature has been studied,
but the main logical path stays
somewhat out of focus.
· The selection for elements
of enchanted state is not described - why
exactly this set of elements? The
selection process and justification
is
not clear!
· ORPGs are discussed as true
enchanted worlds, but is it really so?
Theelements may very well exist, but
what about players' attitudes
towardsthese - is it still plain materialistic
effort of hunting and
killing?
· The case study is not too
well described - more thorough analysis
would
have been beneficial
· The role of each element
is analysed from somewhat mechanistic
perspective. For example, is the role
of magic really something magical
in
enchanted sense, or is it more like
one additional weapon to be used?
· Conclusions do not sum up
the article, but mainly act as a discussion
providing additional aspects to the
topic.
- Reviewer notes:
The topic of the article is highly
interesting and the text was easy
tofollow on most parts. Of course
there is always room for grammatical
and
spelling corrections, but these are
merely minor improvements. The
selection of re-enchantment elements
would benefit from more detailed
clarification, justification and perhaps
even some amount of criticism
on
behalf of the author(s). Current version
leaves too much open and
woulddefinitely provide stronger results
if the logical path of the
work wasvisible. Furthermore, the
depth of the case study analysis
could beincreased. There is a good
starting point, but it is not
going deepenough. The issues like
meaning of magic and narrative
within the caseapplication could be
more thoroughly analysed -
perhaps with somephilosophical discussion.
Finally, if the author(s)
could summarise thekey findings and
results of the paper, it might
increase the overallunderstandability
of the article.
--------------
- Main benefits of paper:
The papers shed some light on the
fascination on computer games that
are an important but not very well
analyzed part of the media & entert
ainment sector.
The author uses Max Weber's theory
of society as framework which is
as unusual as interesting for an paper
on electronic commerce.
- Main weaknesses of paper:
The paper is quiet apart from mainstream,
so it is a bit questionable
whether it fits the conference track
very well. Perhaps the author
could draw some conclusions gained
from his insight to the design &
marketing of computer games
or the making of entertaining "content"
in general (the success of Harry Potter
e.g. fits the authors consider
ation also well). Such application
would render the paper probably
more suitable for the conference.
From a theoretical point a view, it
is questionable whether computer
games are really much more "re-enchanting"
than fiction in books,
board games etc. has ever been. Thus
it would be fruitful to put a
greater emphasis on the inter-relation
between reality and computer
game, perhaps using other games like
Black & White (http://bwvault.
ign.com/). |