TY - GEN
T1 - The analysis of game playing experiences
T2 - 1st International Conference on Hybrid Information Technology, ICHIT 2006
AU - Song, Seungkeun
AU - Lee, Joohyeon
AU - Jo, Jun
PY - 2007
Y1 - 2007
N2 - The purpose of this study is to (1) develop an analytic framework to systematically code the players' cognitive process during Massively Multiplayer Online Role-Playing Game (MMORPG) gameplay, and (2) to empirically explore the players' cognitive process. To construct the analytical framework of MMORPG gameplay, previous studies regarding gameplay and problem solving theory are reviewed. The specific gameplay actions and contents are derived by using a concurrent protocol analysis method. Consequently, gameplay actions are categorized into kinematics, perception, function, representation, methodology, and simulation. A new framework suitable for MMORPG gameplay is built. In order to study the players' cognitive process, the empirical experiment is executed during MMORPG gameplay. As a result of this study, we find a new problem space in the methodological scheme of gameplay. This study concludes with a number of key implications for game design in order to improve the quality of future gaming products.
AB - The purpose of this study is to (1) develop an analytic framework to systematically code the players' cognitive process during Massively Multiplayer Online Role-Playing Game (MMORPG) gameplay, and (2) to empirically explore the players' cognitive process. To construct the analytical framework of MMORPG gameplay, previous studies regarding gameplay and problem solving theory are reviewed. The specific gameplay actions and contents are derived by using a concurrent protocol analysis method. Consequently, gameplay actions are categorized into kinematics, perception, function, representation, methodology, and simulation. A new framework suitable for MMORPG gameplay is built. In order to study the players' cognitive process, the empirical experiment is executed during MMORPG gameplay. As a result of this study, we find a new problem space in the methodological scheme of gameplay. This study concludes with a number of key implications for game design in order to improve the quality of future gaming products.
UR - http://www.scopus.com/inward/record.url?scp=38549109472&partnerID=8YFLogxK
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U2 - 10.1007/978-3-540-77368-9_33
DO - 10.1007/978-3-540-77368-9_33
M3 - Conference contribution
AN - SCOPUS:38549109472
SN - 3540773673
SN - 9783540773672
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 333
EP - 343
BT - Advances in Hybrid Information Technology - First International Conference, ICHIT 2006, Revised Selected Papers
PB - Springer Verlag
Y2 - 9 November 2006 through 11 November 2006
ER -