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
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31. Level First mission for “Pickup” group s formed by avatars with similar levels Data Updated 2006/2/15
36. 30 40 50 20 60 N. Ducheneaut, Yee, N., Nickell, E., Moore, R. J. , ""Alone together?": exploring the social dynamics of massively multiplayer online games," 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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Editor's Notes
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。