A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game
Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and fa...
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Series: | International Journal of Computer Games Technology |
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doaj-1eea97e5cec14ebb869b3a9651d7d3162020-11-25T00:19:57ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552008-01-01200810.1155/2008/619108619108A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online GameTiffany Y. Tang0Cheung Yiu Man1Chu Pok Hang2Lam Shiu Cheuk3Chan Wai Kwong4Yiu Chung Chi5Ho Ka Fai6Sit Kam7Department of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongDepartment of Computing, Hong Kong Polytechnic University, Kowloon, Hong KongMassively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness in LastWorld and FairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map) have been fully exploited by players. In addition, those players who are aware of these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.http://dx.doi.org/10.1155/2008/619108 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Tiffany Y. Tang Cheung Yiu Man Chu Pok Hang Lam Shiu Cheuk Chan Wai Kwong Yiu Chung Chi Ho Ka Fai Sit Kam |
spellingShingle |
Tiffany Y. Tang Cheung Yiu Man Chu Pok Hang Lam Shiu Cheuk Chan Wai Kwong Yiu Chung Chi Ho Ka Fai Sit Kam A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game International Journal of Computer Games Technology |
author_facet |
Tiffany Y. Tang Cheung Yiu Man Chu Pok Hang Lam Shiu Cheuk Chan Wai Kwong Yiu Chung Chi Ho Ka Fai Sit Kam |
author_sort |
Tiffany Y. Tang |
title |
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game |
title_short |
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game |
title_full |
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game |
title_fullStr |
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game |
title_full_unstemmed |
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game |
title_sort |
study of interaction patterns and awareness design elements in a massively multiplayer online game |
publisher |
Hindawi Limited |
series |
International Journal of Computer Games Technology |
issn |
1687-7047 1687-7055 |
publishDate |
2008-01-01 |
description |
Massively multiplayer online games (MMOGs) have been known
to create rich and versatile social worlds for thousands of
millions of players to participate. As such, various game
elements and advance technologies such as artificial
intelligence have been applied to encourage and facilitate
social interactions in these online communities, the key to
the success of MMOGs. However, there is a lack of studies
addressing the usability of these elements in games. In this
paper, we look into interaction patterns and awareness design
elements that support the awareness in LastWorld
and FairyLand. Experimental results obtained
through both in-game experiences and player interviews reveal
that not all awareness tools (e.g., an in-game map) have been
fully exploited by players. In addition, those players who are
aware of these tools are not satisfied with them.
Our findings suggest that awareness-oriented tools/channels
should be easy to interpret and rich in conveying
“knowledge” so as to reduce players-cognitive
overload. These findings of this research recommend
considerations of early stage MMOG design. |
url |
http://dx.doi.org/10.1155/2008/619108 |
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