Abstract
Online Games are created by having certain content specification for users to play with each other through an imaginative virtual environment. The key elements for each game differ based on the gaming objectives that can demonstrate analytical gaming skills among users. However, previous research indicates that in comparison to successful virtual game of Massively Multiplayer Online Games (MMO), many other online games products are lacking in affective learning domain where it relates to users' emotions, mood and attitude towards the gaming objective. In this article, the author discusses users' experiences in Massively Multiplayer Online Games (MMO) and its ability to enhance users' affective learning experiences. This paper provide results discussion based on qualitative methods of Literature Analysis and Conceptual Analysis.
Author Information
Nurul Nisa' Binti Omar, Multimedia University, Malaysia
Lim Yan Peng, Multimedia University, Malaysia
Tengku Putri Norishah, Multimedia University, Malaysia
Paper Information
Conference: LibrAsia2016
Stream: Librarianship - Virtual environments and game-based learning
This paper is part of the LibrAsia2016 Conference Proceedings (View)
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