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dc.contributor.convenorGeuk Lee, Dominik Slezak, Tai-hoon Kim and Peter Sloot
dc.contributor.authorSong, Seungkeun
dc.contributor.authorLee, Joohyeon
dc.contributor.authorJo, Jun
dc.contributor.editorLee, G
dc.contributor.editorSlezak, D
dc.contributor.editorKim, TH
dc.contributor.editorSloot, P
dc.contributor.editorKim, HK
dc.contributor.editorSzczuka, M
dc.contributor.editorKo, IS
dc.date.accessioned2017-05-03T13:22:04Z
dc.date.available2017-05-03T13:22:04Z
dc.date.issued2006
dc.date.modified2009-06-03T07:07:22Z
dc.identifier.isbn978-0-7695-2674-4
dc.identifier.refuriwww.ichit2006.org
dc.identifier.doi10.1109/ICHIT.2006.253695
dc.identifier.urihttp://hdl.handle.net/10072/13092
dc.description.abstractThe objective of this study is to explore the differences according to gamers' expertise: experts, intermediate gamers, and novices. To this end, this study proposes an analytic framework that focuses on the gamers' cognitive process. An empirical experiment within the domain of MMORPG game was conducted where verbal protocols and action protocols were collected. The results of the study reveal that the diffent behavior patterns result from standardizing of their actions for experts and forming the specz$c patterns of action for intermediate game players. The gameplay pattern was elucidated by much more time and steps in the game for novices than for intermediate gamers. While there was an intensive distribution in the early stage of the game for experts, the novices' behavior pattern appeared in a divergent distribution in the whole gameplay. This study is concluded with key implications to support game design to improve the quality of game product.
dc.description.peerreviewedYes
dc.description.publicationstatusYes
dc.format.extent5011292 bytes
dc.format.mimetypeapplication/pdf
dc.languageEnglish
dc.language.isoen_AU
dc.publisherIEEE Computer Society
dc.publisher.placeLos Alamitos, Canada
dc.publisher.urihttp://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=04021300
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofconferencename1st International Conference on Hybrid Information Technology
dc.relation.ispartofconferencetitle2006 INTERNATIONAL CONFERENCE ON HYBRID INFORMATION TECHNOLOGY, VOL 2, PROCEEDINGS
dc.relation.ispartofdatefrom2006-11-09
dc.relation.ispartofdateto2006-11-11
dc.relation.ispartoflocationCheju Isl, SOUTH KOREA
dc.relation.ispartofpagefrom762
dc.relation.ispartofpageto+
dc.rights.retentionY
dc.subject.fieldofresearchcode289999
dc.titleGamers’ Cognitive Process on Gameplay in Massively Multi-player Online Role-Playing Game: Towards World of Warcrafts Players’ Difference
dc.typeConference output
dc.type.descriptionE1 - Conferences
dc.type.codeE - Conference Publications
gro.rights.copyright© 2006 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
gro.date.issued2006
gro.hasfulltextFull Text
gro.griffith.authorJo, Jun


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