Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/3967
DC FieldValueLanguage
dc.contributor.authorChristou, Georgios-
dc.contributor.authorLaw, Effie Lai-Chong-
dc.contributor.authorZaphiris, Panayiotis-
dc.contributor.authorAng, Chee Siang-
dc.contributor.otherΖαφείρης, Παναγιώτης-
dc.date.accessioned2014-07-09T10:34:56Z-
dc.date.accessioned2015-12-09T10:25:52Z-
dc.date.available2014-07-09T10:34:56Z-
dc.date.available2015-12-09T10:25:52Z-
dc.date.issued2013-01-23-
dc.identifier.citationBehaviour & Information Technology, 2013, vol. 32, no. 7, pp. 724-734en_US
dc.identifier.issn0144929X-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/3967-
dc.description.abstractMassively Multi-player Online Role-playing Games (MMORPGs) have become a popular leisure activity. It has been suggested that the reason for their popularity is that they offer a new ‘third-place’ for people to socialise. However, designing for sociability in these games has been shown to be a challenge. In this article, we discuss the results of an online survey that was directed towards game design researchers and professionals. We then present a subsequent discussion on the results of the survey at a Special Interest Group (SIG) held at CHI 2011. Through analysis of the findings of the survey and the discussion, we propose six requirements that facilitate the design of MMORPGs: In-game Communication, Off-game Communication, Empathy, Grouping and Rewards, World Design, and Designed Relationships. We state that it is not necessary to add all the proposed requirements in the design of such games, but we also caution that a game that does not include any of the requirements presented here cannot belong to this genre. We discuss limitations of this work, and offer future research directions that result from this work.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofBehaviour & Information Technologyen_US
dc.rights© Taylor & Francisen_US
dc.subjectGame designen_US
dc.subjectUser experienceen_US
dc.subjectPlayer experienceen_US
dc.subjectMMORPGen_US
dc.subjectSociabilityen_US
dc.subjectSocial gamesen_US
dc.titleChallenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Gamesen_US
dc.typeArticleen_US
dc.collaborationUniversity of Kent at Canterburyen_US
dc.collaborationEuropean University Cyprusen_US
dc.collaborationUniversity of Leicesteren_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryArtsen_US
dc.journalsSubscriptionen_US
dc.reviewPeer Revieweden
dc.countryCyprusen_US
dc.countryUnited Kingdomen_US
dc.subject.fieldHumanitiesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1080/0144929X.2012.754497en_US
dc.dept.handle123456789/126en
dc.relation.issue7en_US
dc.relation.volume32en_US
cut.common.academicyear2013-2014en_US
dc.identifier.spage724en_US
dc.identifier.epage734en_US
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.openairetypearticle-
item.languageiso639-1en-
crisitem.journal.journalissn0144-929X-
crisitem.journal.publisherTaylor & Francis-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0001-8112-5099-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
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