The digital paradigm and the information processing forms based on the paradigm suggest a new human condition which the digital media environment pursues. While digital media are being popularized, individuals, away from dichotomy of embracement and c...
The digital paradigm and the information processing forms based on the paradigm suggest a new human condition which the digital media environment pursues. While digital media are being popularized, individuals, away from dichotomy of embracement and creation, actualize the possibility of the given text.
The process of reinterpretation and reconstitution actualized throughout participation of users in digital games brought changes not only in terms of the contents such as story-telling, but also in terms of form such as rules, algorithm, and etc. In this way, discussions on systematic changes and creation actualized throughout interactions and users’ participation became feasible. Therefore this study is proceeded based on the hypothesis that the participation of users and systematic changes to construct rules in digital games, are in an organic connection.
MOBA(Multiplayer Online battle Arena) is a genre of fighting game, an online fields with multiple users, which stands for a real time siege warfare in which real-time destruction of camps in RTS(Real Time Strategy) and item combination, character-nurturing, and etc. in RPG(Role-Playing Game) are in combination. In MOBA games, users created a culture where they autonomously and actively participated, such as creation of silent agreements among users and learning them. Such a culture among users eventually drew changes in system and became a feature that defines the genre. However, since the discussions on MOBA games at the current stage are proceeded either by comparing with other genres or by focusing on the either of inside and outside of playing, there is a limit in examining the problems in the genre of MOBA game as well as the mechanism of users’ participation contained by the genre. Based on such consciousness, this thesis assumes premises that the genre, MOBA game has its origins in its use map system, a kind of modding as well as that MOBA games’ mechanism of inducing users’ participation and extending users’ culture resides in the user generated rules.
This dissertation defines the silent agreements created by users in MOBA games as ‘user generated rules’ and intends to analyze the backdrop of its creation in relation with its genre as well as the types of user generated rules throughout the process of learning, creating, and changing. In order to discuss problems in genre, it is important to figure out rather the factors and the system that superintends the formation of the genre than chronicle orders of the problems. Thus, this dissertation examines the creation of the genre, MOBA and its genealogy, draw out the features in terms of its genre, and verifies the system of the formation of the genre throughout comparing the actual game texts that actually affected the formation of the genre.
‘Culture’ means a space where a group’s memories are shared, and the space is actualized throughout dynamic replacement of the center and the surroundings. This dissertation discusses the meaning and the structure of user generated rules in order to understand the cultural phenomenon that MOBA games introduced. In the sense that user participating culture in MOBA games regards the culture system not as fixed but as constantly changing throughout interaction between cultures, it implies its view on the current culture. In this dissertation, such features of MOBA games were examined in the aspect of cultural-semiotics, and then new rule codes were applied and extended according to the interaction between users in order to analyze the structure of playing in MOBA games.
Prior to this, in Chapter 2, before the analysis of the actual text, theoretical consideration on the backdrop of MOBA games’ creation and their rules is proceeded as a means to understand the problems in MOBA games as a genre. Thus, at first after an examination on the backdrop of MOBA games’ creation and their genealogy, the unique features as a genre of MOBA games were verified with concentration on the fact MOBA games brought the creation principle of use map to the system. At this moment, with the rule typology suggested by Katie Salen and Eric Zimmerman as the central figure, the features of the rules in MOBA games were analyzed, and the user generated rules were classified. Also the possibility of combining rule types with users participating types was verified.
The Chapter 3 examines the details based on the discussions in Chapter 2 focusing on how the user generated rules induced participation of users in MOBA games. Especially, throughout the process of users’ learning, destructing, creating the rules, how the changes in the system are presented is analyzed in priority.
In Chapter 4, how the user generated rules mentioned earlier extends the playing experience and users’ culture is illuminated in the aspect of cultural-semiology by Yuri Lotman. Synthesizing discussions above, consideration on the meaning and the functions of user participation in digital era was conducted. This dissertation has significance for its try in grasping the unique features of MOBA games as a genre and drawing out the cultural meaning. However, the fact that the various systematic features provided by MOBA games are excluded among the subjects of the research remains as the limit. Thus, comprehensive MOBA-game-related discussions are intended to be continued by follow-up researches with this dissertation as the starting point. This dissertation is expected to be helpful in systemizing and activating researches related to MOBA games.