Putthiwanit, Chutinon and Kincart, Andrew (2011): Effect of increase in allotted time on game playing performance: Case study of an online word game. Published in: International Journal of Applied Science and Technology , Vol. 1, No. 6 (16. December 2011): pp. 231-233.
Download (150kB) | Preview
Online game players tend to differ in the duration of time they play. However, no matter whether the time on playing an online game is spent positively or negatively, we may assume that when the duration of each online-game round is increased, players tend to engage in more interaction with their opponents. Though there are a significant number of research studies on time usage in computer games, there is no research exploring the direct effect of time on online game playing performance. As a result, this research aims to investigate the effect of time on player performance based on the case of an online word game. Ninety-three online word games (186 players) were randomly observed via the biggest online board game website in Thailand. The results show that an increase in time does not have effect on players’ performance. The managerial implication for further development is that webmasters may consider offering only time restricted games for players to avoid high traffic in websites; which, in effect will certainly solve the problem of lag time in online gaming.
|Item Type:||MPRA Paper|
|Original Title:||Effect of increase in allotted time on game playing performance: Case study of an online word game|
|Keywords:||Time; computer game; online game; game playing performance; word game; online word game|
|Subjects:||L - Industrial Organization > L8 - Industry Studies: Services > L86 - Information and Internet Services; Computer Software|
|Depositing User:||Chutinon Putthiwanit|
|Date Deposited:||16. Dec 2011 23:31|
|Last Modified:||20. Feb 2013 00:40|
Andersen, K. T., Zeng, Y., Christensen, D. D., & Tran, D. (2009). Experiments with online reinforcement learning in real-time strategy games. Applied Artificial Intelligence, 23(9), 855–871.
BBC (2010). Proper noun come into play in Scrabble rule change. [Online] Available: http://news.bbc.co.uk/2/hi/8604625.stm (January 6, 2011)
CBS (2010). New Scrabble to allow proper names. [Online] Available: http://www.cbsnews.com/stories/2010/04/06/entertainment/main6368179.shtml (January 6, 2011)
Harris, H., Bailenson, J. N., Nielsen, A., & Yee, N. (2009). The evolution of social behavior over time in second life. Presence, 18(6), 434–448.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The effects of pathological gaming on aggressive behavior. Journal of Youth and Adolescence, 40(1), 38–47.
Luthman, S., Bliesener, T., & Staude-Müller, F. (2009). The effect of computer gaming on subsequent time perception. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 3(1), 1–11.
Rau, P. L, Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9(4), 396–403.
Wikipedia (2011). Scrabble. [Online] Available: http://en.wikipedia.org/wiki/Scrabble (January 6, 2011)