Immersive element analysis of the multiplayer online battle arena game genre
Gilsang Yoo,
Jaebum Jung,
Jaechun Ryu,
Jeahong Kim and
Kichun Nam
International Journal of Information Technology and Management, 2018, vol. 17, issue 1/2, 4-19
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. (search for similar items in EconPapers)
Date: 2018
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Persistent link: https://EconPapers.repec.org/RePEc:ids:ijitma:v:17:y:2018:i:1/2:p:4-19
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