LOGIN TO YOUR ACCOUNT

Username
Password
Remember Me
Or use your Academic/Social account:

CREATE AN ACCOUNT

Or use your Academic/Social account:

Congratulations!

You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.

Important!

Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message

CREATE AN ACCOUNT

Name:
Username:
Password:
Verify Password:
E-mail:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Taylor, Jacqui; Taylor, James (2009)
Publisher: Springer Verlag
Languages: English
Types: Part of book or chapter of book
Subjects: psy, csi

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_PERSONALCOMPUTING
This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships. Twenty-one participants completed an online synchronous interview in which they discussed their personal experiences of playing MMORPGs. An online survey was then developed to further explore the findings of the interviews and this was completed by 52 participants. A content-analysis of the interview transcripts showed that interpersonal factors (such as social communication and group cohesion) were the strongest motivators for game-playing, supporting previous research [1]. The interview data also showed that there tended to be conflict, rather than integration, between online and offline relationships, however the questionnaire data showed the opposite. This was a small-scale pilot study and a further larger study is planned which will investigate whether Social Identity Theory can be used to explain players’ perceptions of group and personal identity.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • 1. Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., Nickell, E.: From Tree House to Barracks: The Social Life of Guilds in World of Warcraft. Games and Culture 1, 338-361 (2006)
    • 2. Blizzard Entertainment, http://www.blizzard.com/press/060228.shtml
    • 3. Ducheneaut, N., Yee, N., Nickell, E., Moore, R.J.: Building an MMO with Mass Appeal: A Look at Gameplay in World of Warcraft. Games and Culture 1, 281-317 (2006)
    • 4. Ng, B.D., Wiemer-Hastings, P.: Addiction to the Internet and online gaming. CyberPsychology & Behavior 8, 110-113 (2005)
    • 5. Cole, H., Griffiths, M.: Social Interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior (2007)
    • 6. Ducheneaut, N., Moore, R.J.: More than just 'XP': Learning social skills in massively multiplayer online games. Interactive Technology and Smart Education 2, 89-100 (2005)
    • 7. Seay, A.F., Jerome, W.J., Lee, K.S., Kraut, R.E.: Project Massive: A study of online gaming communities. In: Ducheneaut, N., Yee, N., Nickell, E., Moore, R.J. (eds.) Building an MMO with Mass Appeal. Games and Culture, 1(4), 281-317 (2006)
    • 8. Brown, B., Bell, M.: CSCW at play: 'There' as collaborative virtual environment. In: Proceedings of CSCW 2004, pp. 350-359. ACM, New York (2004)
    • 9. Krzywinska, T., Lowood, H.: Guest Editors' Introduction. Games and Culture 1(4), 279- 280 (2006)
    • 10. Chou, C., Tsai, M.J.: Gender differences in Taiwan high school students' computer game playing. Computers in Human Behavior (2004)
    • 11. Denegri, J., Taylor, J.: Deviance on the Internet: A Labeling Game. Social Science Computer Review 23(1), 93-107 (2005)
    • 12. Leung, L., Lee, P.S.N.: Multiple determinants of life quality: The roles of Internet activities use of new media, social support, and leisure activities. Telematics and Informatics 22(3), 161-180 (2005)
    • 13. Wood, R.: Problems with the Concept of Video Game “Addiction”: Some Case Study Examples. International Journal of Mental Health Addiction (2007)
    • 14. Weisser, E.B.: The functions of internet use and their social and psychological consequences. CyberPsychology and Behavior 4, 723-743 (2001)
    • 15. Griffiths, M.: Technological addictions; Charlton, J.P., Danforth, I.D.W.: Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior 23(3), 1531-1548 (2007)
    • 16. Kraut, R., Lundmark, V., Patterson, M., Kiesler, S., Mukopadhyay, T., Scherlis, W.: Internet paradox: A social technology that reduces social involvement and psychological wellbeing? American Psychologist 53(9), 1017-1031 (1998)
    • 17. Griffiths, M.: Internet addiction: Does it really exist; Chou, C., Condron, L., Belland, J.C.: A Review of Research on Internet Addiction. Educational Psychology Review 17(4) (2005)
    • 18. Code of Ethics and Conduct. British Psychological Society Books, Leicester (2006)
    • 19. Hogg, M.A., Abrams, D.: Social Identifications. Routledge, London (1988)
    • 20. Young, K.: Internet addiction: The emergence of a new clinical disorder; Chou, C., Condron, L., Belland, J.C.: A Review of the Research on Internet Addiction. Educational Psychology Review 17(4) (2005)
  • No related research data.
  • No similar publications.

Share - Bookmark

Cite this article