Browse > Article
http://dx.doi.org/10.5762/KAIS.2010.11.9.3486

The Analysis of Online Games with the Lens of Interactivity: The Case of World of Warcraft  

Kim, Yong-Young (School of Business, Kyungpook National University)
Jin, Seok-Hyung (College of Electrical & Engineering, Chungbuk National University)
Kim, Mi-Hye (College of Electrical & Engineering, Chungbuk National University)
Publication Information
Journal of the Korea Academia-Industrial cooperation Society / v.11, no.9, 2010 , pp. 3486-3494 More about this Journal
Abstract
It is of great importance to categorize the genres of online games in order to get a useful conceptual framework. The reason for this is so that we can distinguish between the similarities and differences between the types of games. Most of researches, however, have not provided common criteria, other than subjective criteria or experiences. This paper finds the fundamental characteristic of games, that is, their interactivity and develops a conceptual framework including primary and corresponding participants, and controlling characters. Through an empirical research on World of Warcraft, this study shows that the framework is comprehensive covering all of interactivity at WoW and an useful tool for analyzing online games.
Keywords
Interactivity; Game Framework; Game Analysis;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Rafaeli, S. and Sudweeks, F., Interactivity on the Nets, in Network and Netplay: Virtual Groups on the Internet, Sudweeks, F., McLaughlin, M., and Rafaeli, S., Editors, The MIT Press: Cambridge, MA, pp. 173-189, 1998.
2 Stromer-Galley, J., Interactivity-as-Product and Interactivity-as-Process The Information Society. Vol.20, No.5, pp. 391-394, 2004.   DOI
3 Bretz, R., "Media for Interactive Communication, Thousand Oaks," CA: Sage, 1983.
4 Csikszentmihalyi, M., "Beyond Boredom and Anxiety, San Francisco," CA: Jossey-Bass, 1975.
5 McLuhan, M., "Understanding Media: The Extensions of Man," New York: New American Library, 1964.
6 김미윤, "국내 온라인게임에 나타난 인물 캐릭터디자인에 관한 연구", 일러스트레이션 포름. Vol.13: pp.71-94, 2006.
7 McMillan, S.J. "Interactivity is in the Eye of the Beholder: Function, Perception, Involvement, and Attitude Toward the Web Site", in 2000 Conference of the American Academy of Advertising. 2000. East Lansing, MI: Michigan State University.
8 이은희, 박충식, 조성현, "MMORPG에서의 지능형 NPC에 관한 연구", 한국콘텐츠학회 2006 춘계종합학술대회, 2006.
9 한혜원, "신화퀘스트에 기반한 디지털 게임 스토리텔링 연구", 탐라문화. Vol.34, pp. 135-160, 2009.
10 Pinelle, D., Wong, N. and Stach, T. Using Genres to Customize Usability Evaluations of Video Games, in Proceedings of the 2008 Conference on Future Play: Research, Play, Share, Toronto, Ontario, Canada, ACM, 2008.
11 Entertainment_Software_Association, Essential Facts about the Computer and Video Game Industry, 2009.
12 한국게임산업개발원_산업정책팀, "대한민국 게임백서 2009", 한국게임산업진흥원: 서울, 2009.
13 Myers, D., "Computer Game Genres, Play & Culture", Vol. 3, pp. 286-301, 1990.