M.J. Smith, G. Salvendy (Eds.): Human Interface, Part II, HCII 2007, LNCS 4558, pp. 337–346, 2007. © Springer-Verlag Berlin Heidelberg 2007 Function Interfaces Assessment of Online Game Websites in Great China Area Using Content Analysis Chi-I Hsu 1 , Chaochang Chiu 2 , Chich Hua Su 3 , Ping-Ju Wu 4 , and Yuan Jie Yang 5 1 Dept. of Information Management, Kainan University, Taiwan, ROC 2,3,4 Dept. of Information Management, Yuan Ze University, Taiwan, ROC 5 Dept. of Information Management, National Central University, Taiwan, ROC 1 imchsu@mail.knu.edu.tw, 2 imchiu@saturn.yzu.edu.tw, 3 m93221007@ms2.knu.edu.tw, 4 ceci.wu@gmail.com, 5 944403017@cc.ncu.edu.tw Abstract. Online game websites can not only provide players with a hyperspace for enjoying game playing, but also with a service platform for diverse community interactions, information sharing, and online transactions. Based on the four virtual spaces proposed in Angehrn’s (1997) ICDT model: virtual information space (VIS), virtual communication space (VCS), virtual distribution space (VDS) and virtual transaction space (VTS), this research developed a content architecture for analyzing the function interface of online game websites. 26 online game websites are chosen as sample sites. This research found that most of the websites investigated provide good service functions in both VIS, but require further improvement of their VTS functions. Certain suggestions are proposed to the online game websites in Great China area. 1 Introduction Due to the dramatic development of the Internet, surfing the Internet has become part of humans’ everyday life. Through the Internet, users are engaging in more and more online activities such as shopping and entertaining games, not just simply for searching information and using email services. Online game is a newly fast-growing entertaining activity with the development of the Internet; it not only provides a channel for online game players to relax, but also brings them great satisfaction and achievement through accomplishing those tasks designed in online games. Besides, online game offers complete interactive functions, such as online chatting and virtual objects exchange. Compared to the traditional single-machine game, online game comes with much more interactivity and simultaneously satisfies four online demands: relation, transaction, interest and fantasy (Hagel et al., 1997). The revenue model of online games has been mainly from hourly playing fee, membership subscription, and game software’s selling. The hourly playing fee can be charged by purchasing a game points card or monthly game pass sold by the game company. However, due to the high competitive environment and low entry threshold, online game industry is facing with the “market saturation” at present. In order to