Proceedings of the First International Conference on Social Science, Humanity, and Public Health (ICOSHIP 2020)

Criminal Case Game as Cyberspace: Why Online Gaming Becomes Potentially Immersive

Authors
Fatou Bintou Diatta, Ghanesya Hari Murti
Corresponding Author
Fatou Bintou Diatta
Available Online 2 January 2021.
DOI
10.2991/assehr.k.210101.050How to use a DOI?
Keywords
online gaming, criminal case, automodernity, autonomy, immersive experience
Abstract

Online gaming today is not only seen as leisure activity for children but also for specific purposes for adults. Criminal case has a specific interest in the adult players to get along with the cyberspace. The game offers the players the opportunity to play a role as a detective who has to solve crime. The game is indeed not designed for kids due to its specific requirement to understand clear instructions inside the gameplay. This research, however, applies the concept of automodernity to establish the idea that criminal case has potential immersive experience for the game player, especially because of ‘the free choices’ features such as making avatar or the profile, buying coins, and competing with other players. The method used in this research is the interviews on pro players who have been playing more than 12 hours a day. The result shows the quality of autonomy for the players in making free choices. The choices they made on the game triggered for more competing desire toward other players thus buying items becomes their need. The other features such as designing avatar and making deduction are rather accessory on the game. The illusion of making free choices or autonomy for the players to enjoy in the cyberspace is the immersive experience they desire which they cannot have in the actual life. The actual and virtual realities become blur since they somehow connected to other competing players, they become friend in real life.

Copyright
© 2021, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Download article (PDF)

Volume Title
Proceedings of the First International Conference on Social Science, Humanity, and Public Health (ICOSHIP 2020)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
2 January 2021
ISBN
978-94-6239-312-7
ISSN
2352-5398
DOI
10.2991/assehr.k.210101.050How to use a DOI?
Copyright
© 2021, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Fatou Bintou Diatta
AU  - Ghanesya Hari Murti
PY  - 2021
DA  - 2021/01/02
TI  - Criminal Case Game as Cyberspace: Why Online Gaming Becomes Potentially Immersive
BT  - Proceedings of the First International Conference on Social Science, Humanity, and Public Health (ICOSHIP 2020)
PB  - Atlantis Press
SP  - 231
EP  - 235
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.210101.050
DO  - 10.2991/assehr.k.210101.050
ID  - Diatta2021
ER  -