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  • An analytic modeling for MMORPG gameplay using GOMS analysis: a case study of “World of Warcrafts?”

    Author(s)
    Song, Seungkeun
    Jo, Jun
    Eboueya, Michel
    Griffith University Author(s)
    Jo, Jun
    Year published
    2007
    Metadata
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    Abstract
    The main objective of this research is to build a behavior prediction model of Massively multiplayer online role-playing game (MMORPG) gameplay using the GOMS analysis method. GOMS analysis is an approach to Human Computer Interaction (HCI) observation to model and predict behaviors of a human operator in a highly interactive task such as a game. This method has been employed by many researchers in order to model and predict the behaviors of computer game players (gamers). However it is rare to find its application in the MMORPG game genre. A pilot experiment was conducted recently with three skilled gamers (Song et al., ...
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    The main objective of this research is to build a behavior prediction model of Massively multiplayer online role-playing game (MMORPG) gameplay using the GOMS analysis method. GOMS analysis is an approach to Human Computer Interaction (HCI) observation to model and predict behaviors of a human operator in a highly interactive task such as a game. This method has been employed by many researchers in order to model and predict the behaviors of computer game players (gamers). However it is rare to find its application in the MMORPG game genre. A pilot experiment was conducted recently with three skilled gamers (Song et al., 2006). The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (gamers). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.
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    Conference Title
    PROCEEDINGS OF CGAMES'2007: 11TH INTERNATIONAL CONFERENCE ON COMPUTER GAMES: AI, ANIMATION, MOBILE, EDUCATIONAL AND SERIOUS GAMES, 2007
    Publisher URI
    http://www.scit.wlv.ac.uk/gamecentre/cgames07_lar/index.html
    Publication URI
    http://hdl.handle.net/10072/18347
    Collection
    • Conference outputs

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