Araştırma Makalesi

DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS

Cilt: 10 Sayı: 3 30 Eylül 2026
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DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS

Öz

Massively multiplayer online role-playing games have become persistent cultural environments in which game mechanics, narrative structures, social coordination and collective player memory interact over long periods of time. Within this context, raid content occupies a central position because it combines encounter design, group coordination, progression systems, narrative closure and long-term replay value. Despite the extensive scholarly attention given to online games, virtual worlds and MMORPG player practices, comparative evaluations of raid design have largely remained within fan rankings, informal retrospectives and community discussions. This study addresses this gap by developing a transparent multi-criteria decision-making framework for evaluating selected World of Warcraft raids. Twenty raids released between Classic and Dragonflight were assessed across ten criteria covering structural scale, encounter diversity, narrative integration, atmosphere, end-boss iconicity, replay appeal, community memory, accessibility burden and design innovation. Criterion weights were calculated using the CRITIC method, and raid performance was ranked through TOPSIS. Entropy weighting, equal weighting, Spearman rank correlation and ±10/±20 sensitivity analyses were applied to test robustness. The results identify Ulduar as the most robustly superior raid, ranking first under all weighting schemes and all sensitivity scenarios. Karazhan, Icecrown Citadel and The Nighthold form a stable upper-tier group, while mid-ranked raids show greater sensitivity to weighting assumptions. The study contributes to game studies by operationalising raid design as a multi-dimensional evaluation problem and demonstrates how MCDM methods can complement qualitative and community-based interpretations of digital game experience.

Anahtar Kelimeler

Kaynakça

  1. Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1).
  2. Diakoulaki, D., Mavrotas, G., & Papayannakis, L. (1995). Determining objective weights in multiple criteria problems: The CRITIC method. Computers & Operations Research, 22(7), 763–770.
  3. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). “Alone together?” Exploring the social dynamics of massively multiplayer online games. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 407–416.
  4. Golub, A. (2010). Being in the World (of Warcraft): Raiding, realism, and knowledge production in a massively multiplayer online game. Anthropological Quarterly, 83(1), 17–45.
  5. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Yeni Medya

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Eylül 2026

Gönderilme Tarihi

13 Mayıs 2026

Kabul Tarihi

14 Eylül 2026

Yayımlandığı Sayı

Yıl 2026 Cilt: 10 Sayı: 3

Kaynak Göster

APA
Bora, B. (2026). DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi, 10(3), 457-488. https://izlik.org/JA34GC45EB
AMA
1.Bora B. DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. ejnm. 2026;10(3):457-488. https://izlik.org/JA34GC45EB
Chicago
Bora, Burak. 2026. “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”. Yeni Medya Elektronik Dergisi 10 (3): 457-88. https://izlik.org/JA34GC45EB.
EndNote
Bora B (01 Eylül 2026) DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. Yeni Medya Elektronik Dergisi 10 3 457–488.
IEEE
[1]B. Bora, “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”, ejnm, c. 10, sy 3, ss. 457–488, Eyl. 2026, [çevrimiçi]. Erişim adresi: https://izlik.org/JA34GC45EB
ISNAD
Bora, Burak. “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”. Yeni Medya Elektronik Dergisi 10/3 (01 Eylül 2026): 457-488. https://izlik.org/JA34GC45EB.
JAMA
1.Bora B. DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. ejnm. 2026;10:457–488.
MLA
Bora, Burak. “DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS”. Yeni Medya Elektronik Dergisi, c. 10, sy 3, Eylül 2026, ss. 457-88, https://izlik.org/JA34GC45EB.
Vancouver
1.Burak Bora. DIGITAL GAME EXPERIENCE, COLLECTIVE MEMORY AND RAID DESIGN: A MULTI-CRITERIA EVALUATION OF WORLD OF WARCRAFT RAIDS. ejnm [Internet]. 01 Eylül 2026;10(3):457-88. Erişim adresi: https://izlik.org/JA34GC45EB


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