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