264 research outputs found
Social interactions in massively multiplayer online role-playing gamers
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced
Playing at school, learning at home? Exploring the effects of social context on educational game experience
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Publishing with undergraduates: some further observations
This paper provides some additional observations on publishing with undergraduates following the short paper by Hartley (2014) in a previous issue of Psychology Teaching Review. This paperâs main focus relates to how students can develop as scholars by lecturers actively encouraging students to disseminate their written and oral undergraduate work to wider audiences via many different outlets (e.g. journal papers, magazine articles, trade press articles, conference papers, etc.). Examples are provided
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Internet psychology, a very personal reflection: review of The Oxford handbook of Internet psychology
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Computer game playing and social skills: a pilot study
Computer game playing is a popular leisure activity. However, there is little known about the longer-term effects that regular computer game playing could have on social development. A questionnaire study was conducted with 144 undergraduate students examining frequency of computer game playing behaviour against scores on the Social Situations Questionnaire designed to identify social inadequacy. Results showed that high frequency computer game players exhibited more social anxiety than low frequency game players. Possible explanations for this relationship are linked to high frequency computer game playing compromising the attainment of social skills during childhood and adolescence
A content analysis of interviews with players of massively multiplayer online role-play games (MMORPGs).
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 playersâ perceptions of group and personal identity
Gender Swapping in World of Warcraft: A look into personal relationships and gender identity in the gaming environment
Massively multi player online role-playing games (MMORPGs) are virtual environments that allow thousands of players to come together at one time to interact, fight monsters, and solve challenges. Role-playing in particular offers some unique benefits and opportunities that are not spared in its virtual equivalent. Gender-swapping, that is when a player chooses to play as a character that is the opposite gender of him or her is one of those benefits. This study will explore the phenomenon of gender-swapping, looking for the diverse reasons players may have to assume an identity so extremely opposite of their own. The purpose of this research is to answer the question âWhy do people gender-swap in MMORPGs and how does that effect their interpersonal relationships within the game?â In order to answer this question it has been broken into three parts. First, how does gender-swapping affect the player in a casual group? Second this study looks at how gender swapping affects a closer group; in game these groups are called guilds. Last will be a quick analysis of class, the chosen job (i.e. Mage, Priest) taken on by a player in order to perform within their group; and group roll, the players job as either one who takes damage, deals damage or heals the group; as a form of non-verbal communication within the game
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Adolescent video game addiction: issues for the classroom
In the popular press, most of the reported effects of video games appear to centre upon the alleged negative consequences such as increased aggression, medical consequences of excessive play, and addiction. Although in extreme cases, video game playing can be addictive, there are many benefts that children and adolescents can get from playing video games. These can be educational, social, and/or therapeutic. This paper examines various issues about the use of video games in the classroom. This includes reasons as to why video games may be useful in educational contexts, the factors that a teacher should evaluate when choosing an educational video game to be used in a classroom situation, and some practical advice and guidance for teachers about video game playing (particularly in the context of reducing excessive video game play). It is concluded that video games have great educational potential in addition to their entertainment value and may possess advantages not present in other learning strategies
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