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    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/2071

    Title: An Exploration of the Tendency to Online Game Addiction Due to User’s Liking of Design Features
    Contributors: Department of Business Administration, Mingdao University
    Keywords: game addiction;online game;game design.
    Date: 2008
    Issue Date: 2009-10-13 15:20:35 (UTC+8)
    Publisher: Asia University
    Abstract: As online games become increasingly popular, the problem of game addiction has received much
    attention. The game industries have, understandably, employed various design strategies in order to increase consumer’s engagement and loyalty. Unlike previous studies which have investigated factors for game addiction from user’s background or motives, this research explores the relationship between
    game addiction and user’s liking for the design features. World of Warcraft (WOW) is a very popular role-play online game worldwide as well as in Taiwan, therefore, this game was chosen as a research subject.
    Two sets of variables were measured. One was the game addiction set with five variables:
    compulsion, withdrawal, tolerance, interpersonal/health and time management. The other was the design set also with five variables: narrative, aesthetics, character, interface and interaction. All the five
    design features were preferred highly, while the difference by gender was only found in narrative. By way of canonical correlation analysis, the variables of design set aesthetics, character and interaction
    were strongly associated with the variables of addiction set compulsion, withdrawal and tolerance. This research found that male players dominated WOW and most of them were youngsters, but there was still a small portion of adults aged above thirty. Finally, the academic and practical implications of the findings by current research were discussed.
    Relation: Asian Journal of Health and Information Sciences 3(1-4):38-51
    Appears in Collections:[Asian Journal of Health and Information Sciences] v.3 n.1-4

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