As users got sick and tired of the strategy simulation and role playing (RPG) recently, along with the development of computer technology and expansion of game markets, they turn back to the sports game genre. Thus, the age brackets of the users becom...
As users got sick and tired of the strategy simulation and role playing (RPG) recently, along with the development of computer technology and expansion of game markets, they turn back to the sports game genre. Thus, the age brackets of the users become diversified. However, novice gamers still feel difficult to start games and also find difficulties in game methods and manipulation. For this reason, the purpose of this paper is to present a game guide to improve learning effect of the novice gamers of the online sports games.
Through literature study, the understanding of online sports games and novice gamers is conducted, and the definition and configuration elements on the learnability and flow in the games to be applied to this study are identified. The classification by types of the game guides, focused on the online golf games, and various factors that novice gamers regard as important when they learn the games have been analyzed through the case study and questionnaire study. A game guide that may improve the learning effect of the novice gamers regarding the online sports games is presented through generalization and analyses, based on the analyzed results.
Through this study, the flow element needs to be adequately and flexibly provided, not just emphasizing learnability in the game guide learning, unlike the users who has played games generally, in order to improve the fun of games for the novice gamers. In addition, the focusing on the elements to stimulate interest and curiosity of the flow element, not the text form, which was provided in the existing game guides, needs to be considered as follows:
First, the game guide, which the novice gamers encounter for the first time, needs to be provided to arouse fun in the game, because they don't have any playability.
Secondly, the text needs to be little and concise, because the novice gamers don't like to read the text form in view of their characteristics.
Thirdly, the game guide needs to be provided for the novice gamers to be absorbed in learning, as much as in the game.
This study proves that the novice gamers do not adequately learn the games, due to various problems related to flow, other than learnability in the online sports game guides, and this fact may be utilized to enhance learning effect. The significance of this study lies in that the consideration of the novice gamers is the effort for game markets expansion and fundamental problem solving for the novice gamers, due to the development of games and expansion of user age brackets.