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Designed for play: A case study of uses and gratifications as design elements in massively multiplayer online role-playing games.

机译:专为游戏设计:对大型多人在线角色扮演游戏中的使用和满足作为设计元素的案例研究。

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摘要

The World of Warcraft is a paid electronic experience known as a Massively Online Role Playing Game. Since its creation, this video game has attracted over ten million subscribers. A broad question asked why this massive amount of people would join this online environment. The researcher proposed that developers of the game designed certain uses and gratifications into the online environment and that these elements could be observed through a participant observation methodology. Four uses and gratifications were singled out for observation including interactivity, asynchroniety, demassification, and community. The work reports the observations of the uses and gratifications through the eyes of the researcher within the game's environment. It also discusses the possibility of something deeper and darker that may attract the player to the game. Finally, it lays the foundation for future researchers to explore these observations in future studies.
机译:魔兽世界是一种付费电子体验,被称为大型在线角色扮演游戏。自创建以来,该视频游戏已经吸引了超过一千万的订户。一个广泛的问题问为什么这么多的人会加入这种在线环境。研究人员提议,游戏开发人员应将某些使用和满足条件设计为在线环境,并且可以通过参与者观察方法来观察这些元素。观察到了四种用途和满足感,包括互动性,异步性,消除异化性和社区性。该作品通过研究人员在游戏环境中的眼光报告了使用和满足感的观察结果。它还讨论了更深和更深的东西可能会吸引玩家进入游戏的可能性。最后,它为将来的研究人员在将来的研究中探索这些发现奠定了基础。

著录项

  • 作者

    Gibson, Timothy P., Jr.;

  • 作者单位

    Liberty University.;

  • 授予单位 Liberty University.;
  • 学科 Mass communication.
  • 学位 M.A.
  • 年度 2008
  • 页码 81 p.
  • 总页数 81
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:38:56

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