Abstract |
MMORPG industry, which is emerging as a higher value-added business recently, is facing fierce competition. Despite huge investment, the reason of disappearance of a number of MMORPGs is that such games fail to attract the users. In order for developers to survive this harsh situation, they must analyze the factors regarding user`s immersion. This study analyzed the most important factors of immersion in MMORPG based on semiology. This study attempted to classify such factors into the factor for community semiotic reaction and motivation and the factor for enforcement of semiotic behaviorism in order to user`s immersion. It also attempted to explain that MMORPG is a kind of exchange of signs and the immersion is the powerful motive for playing game. |
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Key Words |
플로우(Flow), 커뮤니티(Community), 몰입(Immersion), Interactive |
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