Authors: Gilsang Yoo; Jaebum Jung; Jaechun Ryu; Jeahong Kim; Kichun Nam
Addresses: Department of Computer Science Engineering, Korea University, Seoul, Korea ' NtelligentGames Inc., 11F NKTower 681-16, Yeoksam-dong Gangnam-su, Seoul, Korea ' Department of Psychology, Korea University, Seoul, Korea ' Department of Psychology, Korea University, 145, Anam-ro, Seongbuk-gu, Seoul, Korea ' Department of Psychology, Korea University, 145, Anam-ro, Seongbuk-gu, Seoul, Korea
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.
Keywords: flow; game immersive; game design; play theory; multiplayer online battle arena; MOBA.
International Journal of Information Technology and Management, 2018 Vol.17 No.1/2, pp.4 - 19
Available online: 18 Jan 2018 *Full-text access for editors Access for subscribers Free access Comment on this article