Analysis of Purposive User Desire Created by Game Playing Within Online Game Content
This paper examines users’ immersion elements created by users’ behavior and result in online games. For game results, the existence of elements that satisfy the desires of users through community and user activity is confirmed. The analysis revealed that online games, on
top of being a leisure activity, have an immersion element that expands into activity accompanied by social and cultural purposes. A case analysis was conducted to derive users’ needs in stages where play-result elements occurred in online games. However, the study is limited in that
it was not able to calculate the level of contribution each needs element made to motives. Further study will be made to focus on extracting play and needs elements in a more objective manner by accessing the game process directly and also aim to produce quantifiable indicators on variables
such as play and needs elements, as well as their interaction effects. The communication elements between users held by the online game content have enabled diversity during the design of the course of the game.
Keywords: Game Results; Motive; Needs; Online Game; Play
Document Type: Research Article
Affiliations: Department of Game and Multimedia, Woosong University, Daejeon, South of Korea
Publication date: 01 November 2016
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