Holin Lin
National Taiwan University
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Publication
Featured researches published by Holin Lin.
Games and Culture | 2011
Holin Lin; Chuen-Tsai Sun
The rapidly expanding ‘‘free-to-play’’ online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ‘‘free game’’ participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay.
Simulation | 2005
Chung-Yuan Huang; Chuen-Tsai Sun; Ji-Lung Hsieh; Yi-Ming Arthur Chen; Holin Lin
The authors propose a small-world network model that combines cellular automata with the social mirror identities of daily-contact networks for purposes of performing epidemiological simulations. The social mirror identity concept was established to integrate human long-distance movement and daily visits to fixed locations. After showing that the model is capable of displaying such small-world effects as low degree of separation and relatively high degree of clustering on a societal level, the authors offer proof of its ability to display R 0 properties—considered central to all epidemiological studies. To test their model, they simulated the 2003 severe acute respiratory syndrome (SARS) outbreak.
Work, Employment & Society | 2011
Yu-Hao Lee; Holin Lin
Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games – a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, such as public workplaces, recognizable company names or association with existing occupations. Through examining their identity work, this study argues that as more people are taking their work and leisure life online, ambiguity has become an important characteristic of these new cyber workers who provide labour service via the internet. Work identities which used to be established collectively and effortlessly now require active identity work to maintain.
Convergence | 2011
Holin Lin; Chuen-Tsai Sun
In this article we bring onlookers to front stage. Normally considered invisible participants in video game arcades, their multiple and fluid roles are key to establishing interactional frames in public gaming spaces. We identified three such frames — showroom, gymnasium, and clubroom — after analysing interactions and finding examples of self-presentation in Taipei’s largest gaming arcade. According to our observations, the nature of gaming scenarios is largely determined by the relative skill levels of players and onlookers, with participants playing their roles in relation to the currently active frame. Onlookers provide cues that signal dynamic frame shifts, thereby collectively maintaining the gaming environment while distinguishing themselves from outsiders. Our study uses a social interactional approach as a complement to fun- and/or play-oriented game research.
Simulation & Gaming | 2003
Holin Lin; Chuen-Tsai Sum
The authors look at computer-mediated simulation as an approach to studying social science issues and discuss its limitations, with the design process for a Multiple-User Dungeon (MUD) game serving as a context. Using data gleaned from interviews with the MUD designers, the authors present three findings: (a) fun is a key difference between simulations and reality, because a MUD user can always walk away from a game that is not fun but cannot walk away from difficult real-life situations; (b) simulated social systems require time and commitment from a fairly large population, which conflicts with the typical level of patience observed in most computer game players; and (c) the roles of technicians and designers as mediators in simulated social environments is an area requiring detailed study, because their attitudes toward technical constraints, social values, and stereotypes exert a strong influence on the appearance of their final products.
Archive | 2016
Holin Lin; Chuen-Tsai Sun
Lin and Sun discuss three characteristics of Massively Multi-Player Online Games (MMOGs) that make them promising social gathering spaces, which are also known as virtual “third places.” Through analyzing the MMOGs, this chapter explicates that the sense of co-presence, the crystallization of game communities and identities, and digital-game subjectivity contribute to the emerging global village. Ongoing online game worlds then in the long term cultivate shared experiences among users. The authors then argue that the online game world migration phenomenon is a vivid example of collective contact experiences in the current digital era.
Journal of Artificial Societies and Social Simulation | 2004
Chung Yuan Huang; Chuen-Tsai Sun; Ji-Lung Hsieh; Holin Lin
digital games research association conference | 2005
Holin Lin; Chuen-Tsai Sun
digital games research association conference | 2007
Holin Lin; Chuen-Tsai Sun
Cyberpsychology, Behavior, and Social Networking | 2006
Chuen-Tsai Sun; Holin Lin; Chheng Hong Ho