201 research outputs found

    Understanding the Development of Problematic Use of Massively Multiplayer Online Game

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    Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice

    A phenomenological study of problematic internet use with massively multiplayer online games

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    Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s

    Opportunities and Risks in Online Gaming Environments

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    Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks. This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games. The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions. The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers. This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype

    Experiencing Azeroth: a narrative inquiry into playing the massive multiplayer online role-playing game (mmorpg) World of Warcraft

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    In this thesis I explore the following question: what are players experiencing in World of Warcraft? I examine this question through narrative inquiry. I begin by looking at the history of the Massive Multiplayer Online Role-Playing Game (MMORPG) and factors that have influenced their widespread success. I then move into my research rationale and gaming literature review. Next, I look at literature surrounding ideas on reality and virtual reality as I discuss my ontology (social constructionism) and epistemology (interpretivism). I also look at literature on ludology, narrative and fantasy narratives and how they are relevant in understanding and interpreting human experience as I move into my methodology (narrative inquiry) and methods (computer mediated semi-structured interview). I relay my participants’ narrative accounts through reconstructed tales, each of which highlights a specific trope that captures the sense of the narrative as I have interpreted it. I touch upon why fantasy narratives can be particularly conducive for personal exploration and understanding experience, whether through literature or gaming. I link my participants narratives to existing literature on experiences of gameplay to shed light on the complex and unique relationships people experience with (and within) MMORPGs. The goal of this thesis is to broaden understanding on the experience of online gaming and the role it can play in people’s lives, which is highly relevant to the field of psychotherapy. Through my participants’ stories I strive to understand and convey the complexities of their experiences, including the sense of joy, friendship, love, loss, and accomplishment that was discovered in this strange and wonderful digital landscape. It is my hope to contribute my work to the therapeutic body of knowledge

    Asking the players: a mental models approach to how long-term players of a massively multiplayer online game perceive the risks associated with gaming

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    Video games represent a fast-growing medium and researchers are exploring their social influence, especially regarding the risks associated with gaming. Most studies have focused on an expert\u27s view, rather than exploring how users themselves perceive and mitigate such risks. This qualitative study fills this gap by conducting in-depth interviews with 18 players of the browser based Massively Multi-player Online (MMO) strategy game, Lord of Ultima, in order to generate a mental model of how gamers see the risks associated with playing a MMO game. Results suggest that the primary risks in the minds of the gamers are loss of opportunity and time due to pathological gaming, cyber bullying and sexual harassment, and risks due to sharing financial information or due to malicious software. The study explores the motivations and perceived benefits derived by long-term players of the game, and explores the role of trust, group effects and player perceptions of risk in players\u27 risk mitigation strategies. Some behaviors and consequences that experts would consider a risk are considered a benefit by gamers; this has implications for risk communication strategies around gaming. It also points to the importance of considering the user model of risks. Additionally, much of the literature conflates two genres of video game that likely exhibit unique effects. Many of the risks identified in MMO Role Playing Games (MMORPGs) were not considered relevant by long-term players of this game, since participants attributed those risks as being associated with the use and manipulation of a three-dimensional avatar in MMORPGs. Thus, this study extends the focus of inquiry away from the usual MMOPRG genre to explore the overlooked browser MMO genre of video games

    Time Spent Gaming and Marital Quality: The Effect of MMORPGs

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    It is not known if, or to what degree, time spent playing massive multi online roleplaying games (MMORPGs) and adult attachment style affect marital quality. This study attempts to deliver a clearer image about the statistical links between MMORPGs and marital quality to better understand how MMORPGs can affect this relational area. Attachment theory is the theoretical model used in this study. The Hayes mediation analysis was used to answer the research questions. However, correlations were performed initially, to evaluate the suitability of the mediation analysis. The 240 respondents were selected using a convenience sampling approach, through the use of Amazon’s MTurk. It was predicted that adult attachment style would correlate with time spent playing MMORPGs and marital quality. Results indicated that the null hypothesis was rejected for the first three research questions (whether adult attachment style correlated with marital quality operationalized as conflict, neglect, affection, or intimacy; whether adult attachment style correlated with time spent playing MMORPGs; and whether time spent playing MMORPGs correlated with marital quality operationalized as conflict, neglect, affection, or intimacy. and was not rejected for the fourth research question (whether time spent playing MMORPGs mediated the relationship between adult attachment style and marital quality operationalized as conflict, neglect, affection, or intimacy). A professional, in practice, would benefit from knowing the research and acquiring the appropriate tools and resources that provide a competent understanding of gaming, specifically, MMORPGs resulting in positive social change
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