A GOMS analysis of a graphic machine-paced, highly interactive task
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Internal representation and rule development in object-oriented design
ACM Transactions on Computer-Human Interaction (TOCHI)
An interpreted demonstration of computer game design
CHI 98 Cconference Summary on Human Factors in Computing Systems
The Art of Computer Game Design
The Art of Computer Game Design
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Human Problem Solving
The Cognitive Processing Mechanism for the Players' Rule in MMO Game
WI-IAT '08 Proceedings of the 2008 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology - Volume 03
MMORPGS and cognitive performance: A study with 1280 Brazilian high school students
Computers in Human Behavior
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The purpose of this study is to (1) develop an analytic framework to systematically code the players' cognitive process during Massively Multiplayer Online Role-Playing Game (MMORPG) gameplay, and (2) to empirically explore the players' cognitive process. To construct the analytical framework of MMORPG gameplay, previous studies regarding gameplay and problem solving theory are reviewed. The specific gameplay actions and contents are derived by using a concurrent protocol analysis method. Consequently, gameplay actions are categorized into kinematics, perception, function, representation, methodology, and simulation. A new framework suitable for MMORPG gameplay is built. In order to study the players' cognitive process, the empirical experiment is executed during MMORPG gameplay. As a result of this study, we find a new problem space in the methodological scheme of gameplay. This study concludes with a number of key implications for game design in order to improve the quality of future gaming products.