Immersive element analysis of the multiplayer online battle arena game genre
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Yoo, G. | - |
dc.contributor.author | Jung, J. | - |
dc.contributor.author | Ryu, J. | - |
dc.contributor.author | Kim, J. | - |
dc.contributor.author | Nam, K. | - |
dc.date.accessioned | 2021-09-02T20:19:59Z | - |
dc.date.available | 2021-09-02T20:19:59Z | - |
dc.date.created | 2021-06-17 | - |
dc.date.issued | 2018 | - |
dc.identifier.issn | 1461-4111 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/80419 | - |
dc.description.abstract | The game industry is the total entertainment industry, which includes its entertainingness and popularity and the future planning industry, which allows to create added value with its neighbouring industry. The main purpose of these games development is improving its competitiveness by making satisfied product for users. To make competitiveness game product, it is needed to classify the interested elements and analyse flow elements correctly. In this study, we deducted the content elements from the multiplayer online battle arena (MOBA) game genre and quantified the importance of subdivided elements of focus group interview and semi-Delphi. Play theory-based MOBA's flow elements is analysed by the quantified value of subdivided elements. By this, we propose the developmental direction about interested elements of the MOBA game genre. This study results can be used for contents satisfaction of MOBA game genre and flow evaluation system. © 2018 Inderscience Enterprises Ltd. | - |
dc.language | English | - |
dc.language.iso | en | - |
dc.publisher | Inderscience Publishers | - |
dc.subject | Competition | - |
dc.subject | Flow | - |
dc.subject | Game design | - |
dc.subject | Immersive | - |
dc.subject | MOBA | - |
dc.subject | Multiplayers | - |
dc.subject | Play theory | - |
dc.subject | Entertainment industry | - |
dc.title | Immersive element analysis of the multiplayer online battle arena game genre | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Nam, K. | - |
dc.identifier.doi | 10.1504/IJITM.2018.089451 | - |
dc.identifier.scopusid | 2-s2.0-85041176221 | - |
dc.identifier.bibliographicCitation | International Journal of Information Technology and Management, v.17, no.1-2, pp.4 - 19 | - |
dc.relation.isPartOf | International Journal of Information Technology and Management | - |
dc.citation.title | International Journal of Information Technology and Management | - |
dc.citation.volume | 17 | - |
dc.citation.number | 1-2 | - |
dc.citation.startPage | 4 | - |
dc.citation.endPage | 19 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | scopus | - |
dc.subject.keywordPlus | Competition | - |
dc.subject.keywordPlus | Flow | - |
dc.subject.keywordPlus | Game design | - |
dc.subject.keywordPlus | Immersive | - |
dc.subject.keywordPlus | MOBA | - |
dc.subject.keywordPlus | Multiplayers | - |
dc.subject.keywordPlus | Play theory | - |
dc.subject.keywordPlus | Entertainment industry | - |
dc.subject.keywordAuthor | Flow | - |
dc.subject.keywordAuthor | Game design | - |
dc.subject.keywordAuthor | Game immersive | - |
dc.subject.keywordAuthor | MOBA | - |
dc.subject.keywordAuthor | Multiplayer online battle arena | - |
dc.subject.keywordAuthor | Play theory | - |
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