The study explores how the design of quest types and different players' gaming motivations might affect knowledge acquisitions in an online role-playing game environment. An experiment was conducted to collect data. The results showed that "immersion motivation" had the most significant influence on knowledge acquisitions. The bounty-collection quest significantly affected the procedure knowledge of subjects with high immersion motivation, whereas the fed express quest affected declarative knowledge of subjects with high immersion motivation. © 2009 Springer Berlin Heidelberg.
CITATION STYLE
Lee, J., & Chao, C. Y. (2009). The effects of quest types and gaming motivations on players’ knowledge acquisitions in an online role-playing game environment. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5613 LNCS, pp. 353–358). https://doi.org/10.1007/978-3-642-02583-9_39
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