
As the expansion of internet has made it possible to develop a virtual game world that thousands people can simultaneously participate, the game has became a type of virtual world. In this case, the value and meaning of product can be different from consumers the value or meaning of product endowed by consumers. That is, we consume psychological experiences like satisfaction through the product like digital images or digital contents. But in an information-oriented society, we consume images, emotionality and some senses like the sense of belonging, and sense of virtual as well as the usability and function of product. And the value or meaning of product was endowed by designer or developer. In industrial society, we consumed the usability and function of product. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author. © 2005 Authors & Digital Games Research Association DiGRA. Keywords Online game(MMORPG), the recognition of gamers on game world, consuming behavior(game activity), the value and meaning of a product As an industrial society has changed into an information-oriented society, some new products Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. Different experiences of gamers in similar MMORPGs were expressed by their consuming patterns of digital images or contents. They has also showed different gaming behaviors. Although gamers in Lineage & EverQeust were both taking the role play experiences, the differences on perceiving the world has made them to behave differently. Being in EverQuest world was an opportunity to experience a fantasy land, and the game world as considered as a part of product. Lineage gamers has regarded the game world as a part of their daily living society, while EverQuest gamers has perceived their experiences in the world as a kind of fantasy experiences. The differences were expressed by the recognition of gamers and their behavior patterns in the world. While Lineage game world has been a part of real world, EverQuest game was experienced as consuming the game product.

Two online games are physically similar, but each one has evolved into a different virtual worlds. The subjects of this study were two MORPGs, 'Lineage' and 'EverQuest'. features of fantasy world, or taking a role play that the gamers create their virtual social relationship. Their experiences are distinguished whether they are presented as consuming a product which has. Each game world comes to be perceived as having different experiences by virtue of gamers' perception of the game world. This study attempted to explore how similar MMORPGs(massively multiplayer online role player game) come to have different meaning and functions by the gamers in the game world.
