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Analysis of Purposive User Desire Created by Game Playing Within Online Game Content

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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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  • ADVANCED SCIENCE LETTERS is an international peer-reviewed journal with a very wide-ranging coverage, consolidates research activities in all areas of (1) Physical Sciences, (2) Biological Sciences, (3) Mathematical Sciences, (4) Engineering, (5) Computer and Information Sciences, and (6) Geosciences to publish original short communications, full research papers and timely brief (mini) reviews with authors photo and biography encompassing the basic and applied research and current developments in educational aspects of these scientific areas.
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