2 research outputs found

    Emotional analysis of multiplayer online battle arena games addiction

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    IntroductionMultiplayer Online Battle Arena (MOBA) games have garnered widespread popularity as a form of recreational activity. The launch of League of Legends (LoL), a prominent MOBA game, has captivated the enthusiastic pursuit of gamers in the MOBA community. The surge in MOBA game fervor, coupled with the influence of personal emotions, can result in excessive engagement, ultimately leading to addiction.ObjectiveThis study aimed to investigate the moderating effects of visceral perception, behavior, and reflection on game players’ addiction within the framework of Leisure Theory (LT), Uses and Gratification Theory (UGT), and Emotional Design Theory (EDT).MethodsA hypothesized theoretical model was developed and empirically evaluated based on 236 self-reported validated responses from MOBA gamers. SPSS (version 26) was employed for demographic analysis and game duration analysis. The measurement model and structural model analyses were conducted in two stages using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.1.0 to validate the nine theoretical hypotheses.ResultsIt has been observed that personal emotions significantly contributes to MOBA game addiction during gamers’ leisure time or moments of gratification. Specifically, a noteworthy connection exists between two dimensions, namely gamers’ behavior and reflection, demonstrating a positive correlation with gaming addiction. Without taking entertainment as a motivating factor, there is no significant relationship between gamers’ leisure-time and visceral perception.ConclusionThis study enhances the theoretical model of gamers’ behavioral motives in engaging with MOBA gaming and contributes to the expansion of research on game addiction theory. These findings offer valuable theoretical insights for emotional design in games and the design of mechanisms for preventing game addiction

    How to measure and model QoE for networked games? A case study of World of Warcraft

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    In this paper, we investigate methodologies for modeling quality of experience (QoE) for networked video games, focusing on massively multiplayer online role-playing games (MMORPGs), and using Blizzard Entertainment’s World of Warcraft (WoW) as a case study. In two user studies, involving a total of 104 players, we investigate system, user, and context parameters and evaluate their impact on QoE and related quality features. We also discuss some methodological questions related to measuring gaming QoE, which can be used as guidelines for future gaming QoE studies. We further analyze a set of quality metrics "beyond MOS". Having evaluated different modeling techniques, we present and evaluate four linear statistical models and three (non-linear) machine learning models for estimating MMORPG QoE. Finally, we make our datasets available to the research community to foster further analysis and reproducibility of results
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