64,470 research outputs found

    The Contemporary Tax Journal Volume 6, No. 1 – Summer/Fall 2016

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    Hawks\u27 Herald -- June 5, 2009

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    The attitudes, feelings and experiences of online gamers: a qualitative analysis

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    The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area

    v. 40, no. 12, December 6, 1974

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    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

    Māori women and intimate partner violence: Some sociocultural influences

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    Intimate partner violence (IPV) has recently been acknowledged as a worldwide phenomenon, with approximately one in four intimate relationships containing some form of violence. This study explores the interaction between relationship dynamics, IPV and whānau and community influences. We completed narrative interviews with two Māori women in December 2010. Our findings confirm the results of earlier studies which have found that childhood experiences of violence, actual or witnessed, have a powerful effect that reverberate within adult lives and into the formation of intimate relationships. Our interviews show that Māori whānau and women are textured by the same patriarchal expectations that privilege men in the Pākehā world. We also found that seeking help from whānau to escape a violent relationship may not be the most welcomed course of action. We conclude with a discussion of future research directions
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