1,169 research outputs found

    A Qualitative Analysis of Online Gaming:

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    The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with others gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) relationship with social networking, (ii) social interaction, (iii) the community, (iv) learning real-life skills, (v) reinforcement schedules and operant conditioning, (vi) game design and content, (vii) escaping from real life, (viii) playing longer than intended, and (ix) gamers’ obligations towards others in online worlds. These findings specifically showed the social networking capabilities of online gaming, the community aspects and the psychological mechanisms within MMORPGs that can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area

    Exploring the Meaningful Qualities of Transactions in Virtual Environments for Massively Multiplayer Online Role-playing Gamers

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    To date, most research on massively multiplayer online role-playing games (MMORPGs) has focused on the effects playing MMORPGs have on players’ health and wellness. The virtual environment of MMORPGs has yet to be explored as a space where meaningful occupations occur. This qualitative descriptive study examined the virtual environment using a transactional perspective to describe the qualities of gaming to which MMORPG players ascribe meaning. Participants included six MMORPG players with experience playing World of Warcraft, Runescape, or Guild Wars 2. Data were gathered using interviews, participant observation, and a focus group, and analyzed using thematic analysis. Three themes were generated: Creating collective occupational experiences, Facilitating personally transformative occupational experiences, and Unlocking immersive virtual environments. Participants described collective occupational experiences of gaming as creating a sense of community and belonging. Transactions in the virtual environment facilitated a transformative occupational experience to foster identity development and personal growth. The virtual environment was described as meaningful by unlocking an immersive experience through the aesthetics of the environment and engagement with in-game occupations. These findings provide occupational scientists with an increased understanding of the qualities of transactions within games that are meaningful for MMORPG players

    Chaotic worlds: an analysis of World of Warcraft

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    Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups

    What World of Warcraft is Teaching Us About Learning.

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    Ph.D. Thesis. University of Hawaiʻi at Mānoa 2017

    An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

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    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1167 gamers who were surveyed about their gaming motivations. Latent Class Analysis revealed seven classes of motivations for playing MMORPGs, which comprised: (1) novelty; (2) highly social and discovery-orientated; (3) aggressive, anti-social and non-curious; (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extracted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addiction, (4) emotional control, and (5) low risk of addiction classes. Gender was a significant predictor of intermediate risk of addiction and emotional control class membership. Membership of the high risk of addiction class was significantly predicted by belonging to a highly social and competitive class, a novelty class, or an aggressive, anti-social, and non-curious class. Implications of these findings for assessment and treatment of MMORPG addiction are discussed

    Examining Social Anxiety and Depression Among Excessive Online Gamers

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    The main purpose of this study was to examine the correlations between social anxiety, depression, and other psychological factors among online gamers in order to better understand the differences between excessive gamers (whose habits interfere with relationship, occupational, social, or health issues) and enthusiastic gamers (who spend much of their free time playing games but do not report any significant functional impairment as a result). A literature review revealed diverse conceptualizations of excessive gaming as well as differing opinions of what classifies gaming to be excessive/addicting/problematic, suggesting a need to more specifically analyze gaming habits in terms of coexisting pathology among particular genres of online gamers. Using data obtained from a survey of over 600 online gamers, differences in psychopathology, quality of life, and severity of excessive gaming habits were compared across three gaming media (Massively Multiplayer Online Role Play Games, Internet browser games, and online console games). Statistical analyses revealed differences between excessive and enthusiastic gamers as well as differences across gaming genres. The results show that social anxiety and depression combined are significant predictors of excessive gaming among MMORPG and Internet browser gamers with depression being a significantly stronger predictor. Excessive Internet browser gamers reported the highest level of depression. Additionally, excessive gamers also reported significantly lower qualities of life. Results and implications for practice and future research are discussed

    The Social Relations and Interactions of a First Person Shooter (FPS) Gamer

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    Video games have been part of society for over 40 years. During this period, a stereotypical image of a person who plays videogames has formed. Influenced by the stereotypical image (young, loner males, pale, socially inept, overweight, and possibly aggressive or violent), psychological research has focused on the possible negative effects of playing first person shooter video games. Contrary to the stereotype, first person shooter video games can be a medium in which social relationships are formed and maintained. This study aims to explored the social relationships and interactions of players of first person shooter video games in all locations of play, and how these relationships and interactions influenced the game experience, and how players managed these relationships and interactions. This research was done using qualitative interviews with 12 current first person shooter gamers. The study found that between non-persistent game worlds, technological advancements, and the potentially persistent social relationships, a large diversity of social relationships and interactions occur in and emerge from first person shooter video games. These social relationships and interactions play a central role in the enjoyment of playing first person shooter video games. The study found the interactions that are possible, happen in many different forms. The relationships found in the study developed from several different settings with playing together and friends’ friend being the most common start of a relationship. As well, the participants’ reported a level structure for the relationships that are part of their first person shooter gaming. The study also describes the interactions of players while gaming as being seen as mostly good, with a few antisocial acts committed. These findings are discussed in comparison with literature from other game genres on the social interactions and relationships of players. The seemingly “unsocial” and virtually violent first person shooter game world has been shown to encompass surprisingly rich and diverse social relationships

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

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    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    Exploring the Relationship Between Religiousness and Video Game Addiction

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    Religiousness has been shown to have an inverse relationship with at least some types of addiction. The present study examined whether intrinsic religiousness predicts substance addiction and video game addiction in a sample of participants that included mostly undergraduate students from the Appalachian region, as well as some participants surveyed with the use of social media advertisements. Intrinsic religiousness has been defined as internalizing the tenets of one’s faith. Participants self-reported their religiousness using the Religious Surrender and Attendance Scale – 3 (RSAS-3), which has been shown to measure intrinsic religiousness. Religiousness as measured by the RSAS-3 predicted lower levels of substance use addiction. Statistical significance was not found for the relationship between religiousness and video game addiction. The present study extends findings regarding religiousness and addiction but future research should also take into account different theological and denominational beliefs and commitments related to health outcomes
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