Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Applying cognitive load theory to the design of web-based instruction
IPCC/SIGDOC '00 Proceedings of IEEE professional communication society international professional communication conference and Proceedings of the 18th annual ACM international conference on Computer documentation: technology & teamwork
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
ACM SIGGROUP Bulletin - Special issue on online learning communities
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
Cognitive Psychology: Connecting Mind, Research and Everyday Experience
Cognitive Psychology: Connecting Mind, Research and Everyday Experience
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
Review: Integrating cognitive load theory and concepts of human-computer interaction
Computers in Human Behavior
MMORPGS and cognitive performance: A study with 1280 Brazilian high school students
Computers in Human Behavior
Computers in Human Behavior
Session-based classification of internet applications in 3G wireless networks
Computer Networks: The International Journal of Computer and Telecommunications Networking
A survey of players' opinions on interface customization in world of warcraft
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
International Journal of Technology and Human Interaction
The comparisons of the influences of prior knowledge on two game-based learning systems
Computers & Education
The attraction of online games: An important factor for Internet Addiction
Computers in Human Behavior
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Being one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well as the involvement of users who congregate in their virtual space and form communities around them to support each other. Unlike conventional offline computer games, or networked games with limited numbers of players, MMORPGs are not merely software applications as they are usually seen as a space with complicated dynamics of social interactions. Hence, it is believed that playing these games might cause cognitive overload problems among the players as they have to constantly interact with the game world as well as with other users. We conducted an exploratory study using qualitative methods to explore cognitive overloads in Maple Story, a typical MMORPG. Our results reveal that several types of cognitive overloads emerge during the game playing. While some of these overloads pose serious problems even to expert players, players seem to develop strategies to overcome them. It is found that some forms of cognitive load are actually desirable in order to make the game challenging. We have also created a set of recommendations that can help game developers handle cognitive load problems in MMORPGs.