Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/6824
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dc.contributorDepartment of Computing-
dc.creatorTang, T-
dc.creatorCheung, YM-
dc.creatorChu, PH-
dc.creatorLam, SC-
dc.creatorChan, WK-
dc.creatorYiu, CC-
dc.creatorHo, KF-
dc.creatorSit, K-
dc.date.accessioned2014-12-11T08:25:47Z-
dc.date.available2014-12-11T08:25:47Z-
dc.identifier.issn1687-7047 (print)-
dc.identifier.issn1687-7055 (online)-
dc.identifier.urihttp://hdl.handle.net/10397/6824-
dc.language.isoenen_US
dc.publisherHindawi Publishing Corporationen_US
dc.rightsCopyright © 2008 Tiffany Y. Tang et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.en_US
dc.subjectGamesen_US
dc.subjectCognitive simulationen_US
dc.subjectPattern analysisen_US
dc.subjectInteractive systemsen_US
dc.titleA study of interaction patterns and awareness design elements in a massively multiplayer online gameen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume2008-
dc.identifier.doi10.1155/2008/619108-
dcterms.abstractMassively 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.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal of computer games technology, v. 2008, 619108, p. 1-8-
dcterms.isPartOfInternational journal of computer games technology-
dcterms.issued2008-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_IR/PIRAen_US
dc.description.pubStatusPublisheden_US
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