Identifying the Attractive Attributes of the Massively Multiplayer Online Role-Playing Game Designs

Article Preview

Abstract:

The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. A MMORPG is composed of many design attributes; therefore, the game developers cannot satisfy all of the design attributes due to the constraint of development resources and the time-to-market pressure of the product. The purpose of this study is to help game developers to make the trade-off decision of where to invest their limited resources to implement critical design attributes. To better understand the relationship between attributes performance and satisfaction, the two-dimensional quality model, Kano model, is applied to identify the key attributes in satisfaction. Results indicated that these design attributes of MMORPGs were classified into different quality categories, including attractive, one-dimensional, must-be and indifferent qualities. By applying the Kano quality classifications, the attractive and important design attributes can be identified. It also can help game designers determine the priority to resolve the trade-offs dilemma in multiple-attribute optimization of satisfaction for MMORPG design.

You might also be interested in these eBooks

Info:

Periodical:

Pages:

1095-1100

Citation:

Online since:

November 2012

Export:

Price:

Permissions CCC:

Permissions PLS:

Сopyright:

© 2012 Trans Tech Publications Ltd. All Rights Reserved

Share:

Citation:

[1] CNNIC (2008). The Census Report of Chinese Internet Users. Information on http: /www. cnnic. cn/index/0E/00/11/index. htm.

Google Scholar

[2] Fitzsimmons, J. A., Kouvelis, P., & Mallick, D. N. Design strategy and its interface with manufacturing and marketing: A conceptual framework. Journal of Operations Management, 10(3) (1991) 398–415.

DOI: 10.1016/0272-6963(91)90076-a

Google Scholar

[3] Malone, T.W., & Lepper, M.R. Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (eds. ), Aptitude, learning, and instruction. III: Conative and affective process analysis. Hillsale, NJ: Lawrence Erlbaum, 223–253, (1987).

Google Scholar

[4] Kano, N., N. Seraku, F. Takahashi, S. Tsuji, Attractive quality and must-be quality. Hinshitsu (Quality, the Journal of Japanese Society for Quality Control) 14 (1984) 39-48.

Google Scholar

[5] Nielsen, J. Usability Engineering, Academic Press LTD, UK, (1993).

Google Scholar

[6] Ting, S.C. and Chen, C.N. The asymmetrical and non-linear effects of store quality attributes on customer satisfaction. Total Quality Management 13(4) (2002) 547- 569.

DOI: 10.1080/09544120220149331

Google Scholar