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http://dx.doi.org/10.7583/JKGS.2015.15.3.97

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects  

Lee, Jae Hong (Major in Creative Writing, school of Creative Arts, Soongsil University)
Abstract
Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.
Keywords
World of Warcraft; positive emotion-inducing effects; storytelling; the view of the world; characters; incidents;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
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