Online Gaming

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Music: Battle (Boss) by BoxCat Games, Tricks by BoxCat Games, used under a Creative Commons Attribution License. Orgrimmar by Blizzard Entertainment, used under Fair Use.

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Transcript
  • UI/UX Design & MMORPG Addiction
  • UI/UX Design & MMORPG: Introduction
    • MMORPG
      • Massively Multiplayer Online Role Playing Game
      • Most popular MMORPG: World of Warcraft
        • Player creates their own personalized character
        • Players are able to interact with other players via text chat
        • RPG’s include an established storyline and setting
        • Interactions with the world include boss events, dungeons, raids, etc.
    • UI/UX Design
      • UI = User Interface
        • In MMORPG’s this includes the skill bars and icons, inventory windows, chat windows, text bars…
      • UX = User Experience
        • Encompasses elements of interaction design, information architecture, accessibility…
  • User Experience Factors of MMORPG Addiction
    • User Experience in MMORPGs
      • According to Shang Hwa Hsu, there are 5 personal factors of user experience in MMORPGs:
        • Challenge
        • Fantasy
        • Curiosity
        • Control
        • Reward
      • There are also 5 social factors of user experience in MMORPGs:
        • Competition
        • Cooperation
        • Recognition
        • Belonging
        • Obligation
    • User Experience Model for MMORPGs
      • Game World (Personal Factors), Avatar (Role-playing), The User, Other Players (Social Factors)
    • Critical Factors for MMORPG Addiction
      • From the 10 user experience factors of MMORPGs, Shang Hwa Hsu identified 5 critical factors that predict MMORPG addiction:
        • Curiosity
        • Reward
        • Belonging
        • Obligation
        • Role-play
  • Critical Addiction Factors in World of Warcraft
    • Belonging: Avatar Creation
      • Players can choose to represent the “Horde” or the “Alliance” factions and select a corresponding character race and combat class.
    • Obligation: Garrison
      • Garrison missions are initiated by a user-prompted timer, requiring players to log in to the game on an hourly to daily basis to fully complete.
    • Reward: Achievements
      • Achievements can be earned for successfully completing events or quests on an applicable character. Many achievements give titles or items as rewards.
    • Curiosity: Game World
      • There have been 5 content expansions released for World of Warcraft. Every expansion has also released a new content region. It takes days to fully explore.
    • Role-play: Server Type
      • There are 4 different WoW server types that dictate how the game is played: RP = role-play, Normal = PvE (player v. environment), PvP = player v. player, RPPvP.
  • UI/UX & MMORPG Addiction: Findings & Conclusion
    • Conclusion
      • MMORPG’s provide an easy social outlet for many college aged people, games similar to WoW can also have a positive influence on their real life social skills.
      • However, being aware of the 5 critical addiction factors implemented by game developers may help decrease the rising trend of college aged MMORPG addiction.
      • If you are a developer of an MMORPG, designing the user interface with these factors in mind is beneficial to avoid promoting addiction in your player-base.
    • Sources
      • Hsu, Shang H., Ming-Hui Wen, and Muh-Cherng Wu. “Exploring user experiences as predictors of MMORPG addiction.” Computers & Education, vol. 53, Elsevier Ltd, 2009. doi:10.1016/j.compedu.2009.05.016.
      • Zhong, Zhi-Jin. “The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital.” Computers in Human Behavior, vol. 27, Elsevier Ltd, 2011. doi:10.1016/j.chb.2011.07.014.

Sources

Blizzard Entertainment. “World of Warcraft: Mists of Pandaria“. Activision Blizzard, 2012. Online.

Hsu, Shang H., Ming-Hui Wen, and Muh-Cherng Wu. “Exploring user experiences as predictors of MMORPG addiction.Computers & Education, vol. 53, Elsevier Ltd, 2009.

Smahel, David, Lukas Blinka, and Ondrej Ledabyl. “Playing MMORPGs: connections between addiction and identifying with a character. Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society, vol. 11, United States, 2008.

Zhong, Zhi-Jin. “The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital.Computers in Human Behavior, vol. 27, Elsevier Ltd, 2011.