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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

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!

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    • 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)
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    • 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)
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    • 10. Chou, C., Tsai, M.J.: Gender differences in Taiwan high school students' computer game playing. Computers in Human Behavior (2004)
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    • 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)
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