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Ji-Lung Hsieh Advisor: Chuen-Tsai Sun
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[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],R. Bartle,  Designing virtual worlds . Indianapolis: New Riders Publishing, 2004.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],H. Borko,  “Information Science: What is it? ” . American Documentation, 1968.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],A. F. Seay, et al., "Project Massive: A study of online gaming communities,"  Proceedings of CHI 2004 , pp.1421-1424, 2004.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],A. F. Seay, et al., "Project Massive: A study of online gaming communities,"  Proceedings of CHI 2004 , pp.1421-1424, 2004.
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Calendar My ebay Clock New York Times Weather
Gmail To-Do List RSS Feeding Google Map Traffic View
2 . Save and Print 1.Clip
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Tower Defense Map Editor
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[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],Date Time Avatar ID Level Race Class Guild ID 02/10/2006 18:31 A1 55 Orc Warlock G1 02/10/2006 18:31 A2 57 Dwarf Hunter G2 … … … … … … … 02/11/2006 18:57 A1 56 Orc Warlock None 02/11/2006 18:57 A4 60 Human Mage G25 … 18:57 … … … … … 02/12/2006 18:57 A1 57 Orc Warlock G3 … … … … … … …
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[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
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Informal:  virtual worlds are lack of support for it Permanent:  groups would continue to exist when all their members were logged off R. Bartle,  Designing virtual worlds . Indianapolis: New Riders Publishing, 2004. Category Number of Players Formality Duration Structure Pairs 2~5 Informal Temporary Flat “ Pickup” groups 3~5 Formal  Temporary Flat Friends <50 Formal Permanent Flat Groups for raiding 5, 10, 20, 40. Formal Temporary Hierarchy Guilds and ally groups 10~480 Formal Permanent Hierarchy Hybrid groups 40 Formal Temporary Hierarchy
Level First mission for “Pickup” group s  formed by avatars with similar levels  Data Updated 2006/2/15
Data ranges from 2006/02~2006/04
Data ranges from 2006/02~2006/04
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Sun, C.T.,  Hsieh, J.L.,  Chen, C.H. &quot;  Comparing Taiwanese and American WoW Player Cultures in Terms of Achievement ,&quot;  Accepted by the 2007 Digital Games Research Association Conference .
[object Object]
30 40 50 20 60 N. Ducheneaut, Yee, N.,  Nickell, E.,  Moore, R. J. , &quot;&quot;Alone together?&quot;: exploring the social dynamics of massively multiplayer online games,&quot;  in Proceedings of the SIGCHI conference on Human Factors in computing systems , pp.  Montréal, Québec, Canada2006 ACM Press.
Server Average level upgrading efficiency Average playing time per day (minutes) US 0.93 90.46 Taiwan 1.62 (Higher) 102.19 (Almost the same)
Guild channel  and events Personal  status Guild Member Leader’s  message
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Game Researches

  • 1. Ji-Lung Hsieh Advisor: Chuen-Tsai Sun
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  • 10. Calendar My ebay Clock New York Times Weather
  • 11. Gmail To-Do List RSS Feeding Google Map Traffic View
  • 12. 2 . Save and Print 1.Clip
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  • 29. Informal: virtual worlds are lack of support for it Permanent: groups would continue to exist when all their members were logged off R. Bartle, Designing virtual worlds . Indianapolis: New Riders Publishing, 2004. Category Number of Players Formality Duration Structure Pairs 2~5 Informal Temporary Flat “ Pickup” groups 3~5 Formal Temporary Flat Friends <50 Formal Permanent Flat Groups for raiding 5, 10, 20, 40. Formal Temporary Hierarchy Guilds and ally groups 10~480 Formal Permanent Hierarchy Hybrid groups 40 Formal Temporary Hierarchy
  • 30.
  • 31. Level First mission for “Pickup” group s formed by avatars with similar levels Data Updated 2006/2/15
  • 32. Data ranges from 2006/02~2006/04
  • 33. Data ranges from 2006/02~2006/04
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  • 36. 30 40 50 20 60 N. Ducheneaut, Yee, N., Nickell, E., Moore, R. J. , &quot;&quot;Alone together?&quot;: exploring the social dynamics of massively multiplayer online games,&quot; in Proceedings of the SIGCHI conference on Human Factors in computing systems , pp. Montréal, Québec, Canada2006 ACM Press.
  • 37. Server Average level upgrading efficiency Average playing time per day (minutes) US 0.93 90.46 Taiwan 1.62 (Higher) 102.19 (Almost the same)
  • 38. Guild channel and events Personal status Guild Member Leader’s message
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Notes de l'éditeur

  1. 目前 MMOGs 的玩家越來越多,更產生了許多跨界共玩的現象,因此值得探討(可以引用 Why game studies now 的系列論文。) 目前有兩大趨勢使得資訊學門可以在不重新開發遊戲的狀態下,介入或探索遊戲世界 Flexible UI 的出現 玩家設計遊戲內容的趨勢(設計介面、設計情景 design game context 、設計遊戲內容 design game content – second life )是否可以用 GameAI 的四層談法來討論他? WoW 和以往遊戲的不同。 Second life 和以往遊戲的不同。