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Hardcore Gamers and Casual Gamers Playing Online Together

  • Anne-Gwenn Bosser
  • Ryohei Nakatsu
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4161)

Abstract

In this paper, we discuss why Massively Multiplayer Online Games (MMOG) need to attract both hardcore and casual players and study the evolution of MMOG features for this purpose.

Keywords

Virtual World Virtual Society Rare Item Casual Player Interactive Storytelling 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. 1.
    Anarchy Online. Funcom (2001), http://www.anarchy-online.com
  2. 2.
    City of Heroes. Cryptic Studios, NCsoft (2004), http://www.cityofheroes.com
  3. 3.
    Eve Online. CCP Games (2003), http://www.eve-online.com/
  4. 4.
    Everquest. Verant Interactive, Sony Online Entertainment (1999), http://everquest.station.sony.com
  5. 5.
    Neocron. Reakktor, CDV Software (2002), http://www.neocron.com
  6. 6.
    Ultima Online. Origin Systems, Electronic Arts (1997), http://www.uo.com
  7. 7.
    World of Warcraft. Blizzard Entertainment, Vivendi Universal Games (2004), http://www.worldofwarcraft.com

Copyright information

© IFIP International Federation for Information Processing 2006

Authors and Affiliations

  • Anne-Gwenn Bosser
    • 1
  • Ryohei Nakatsu
    • 1
  1. 1.School of Science and TechnologyKwansei Gakuin UniversitySandaJapan

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