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)


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.


Virtual World Virtual Society Rare Item Casual Player Interactive Storytelling 


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  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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