Browse > Article
http://dx.doi.org/10.7583/JKGS.2016.16.4.105

A Study on the Quests of 'Warlords of Draenor' in the Game, World of Warcraft  

Lee, Jae Hong (Major in Creative Writing, school of Creative Arts, Soongsil University)
Abstract
This study analyzed a total of 1,025 quests in the 'Warlords of Draenor' which is the fifth expansion set to the massively multiplayer online role-playing game (MMORPG) World of Warcraft, by dividing them into violent and nonviolent quests. There was a total of 515 nonviolent quests which can be categorized into 46 types and a total of 510 violent quests that can be categorized into 7 types. The balance between violent and nonviolent quests shows that the game makers limited the number of adverse factors that can cause the players to be excessively absorbed in the game while successfully incorporating factors that can have positive effect on game players.
Keywords
World of Warcraft; Warlords of Draenor; MMORPG; violent; nonviolent;
Citations & Related Records
Times Cited By KSCI : 4  (Citation Analysis)
연도 인용수 순위
1 http://wow.inven.co.kr.
2 In-Wha Lee, Hye-Won Han, 'level', "Game Dictionary", Publisher haenaem, 2016.
3 Bradygames, World of Warcraft Warlords of Draenor Official Guidebook, Jewoo media, 2014.
4 Mi-Jin Kim, Sang-Woo Kim, "Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure", Journal of Korea Game Society Vol.11 No.2, 2011.
5 Hye-Young Yun, Jeong-Yeon Kim, "A Study on User Identity according to MMORPG's Narrative Mode, Focused on and ", Journal of Korea Game Society Vol.15 No.1, 2015.
6 Jae-Hong Lee, Narrative Structure in "World of Warcraft", Journal of Korea Game Society Vol.8 No.4, 2008.
7 Jae-Hong Lee, "Research on Quest-Storytelling in WOW", Digital Storytelling Studies NO. 04, Salim Publisher, 2009.
8 Miguel Sicart, Gyeom-Seop Kim translation, "The Ethics of Computer Games", Communication Books, P.210, 2014.
9 Jeong-Tai Kim Etc, "Gamification, It is played the world", Hongreung Science Publishers. 2015.
10 Espen Aarseth, 'Quest Games as Post-Narrative Discourse', in Marie-Laure Ryan, "Narrative Across Media: The Languages of Storytelling", U of Nebraska Press, p.369, 2004.
11 Jae-Hong Lee, "Game storytelling", Tree of Thought, p.137, 2011.
12 http://kr.battle.net/wow/ko.
13 Editorial department, "Torytelling Manual", Zaturi Books, 2014.
14 Blizard, Young-Jin Bae translation, "World of Warcraft Official Guidebook", Jewoo media, 2005.
15 Kyong-Won Song, "Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality", Cartoon & Animation Studies Vol.- No.19, 2010.
16 Myeong-Heum Yeoun, "Cultural Differences of Choice on Interaction Problem", Korean Journal of the science of Emotion & sensibility Vol.13 No.4, 2010.
17 Jang-Hoon Lim, Young-Kil Yim, "Narrative Structure Feature of Korean- Style 3D Online Game(MMORPG) to Construction of User Created Base-System", The Korean Journal of Art and Media Vol.8 No.1, 2009.
18 Reporter Hui-Na Oh, 'Says the gaming industry in crisis', "edaily", 2016.6.17.
19 http://kr.battle.net/wow/ko/warlords-of-draenor.
20 http://oriwiki.net.