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Self-Concept Deficits in Massively Multiplayer Online Role-Playing Games Addiction
In: European addiction research, Band 19, Heft 5, S. 227-234
ISSN: 1421-9891
<b><i>Background:</i></b> Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. <b><i>Methods:</i></b> Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. <b><i>Results:</i></b> In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. <b><i>Discussion:</i></b> The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players.
The Influence of Service Quality on Gamer Loyalty in Massively Multiplayer Online Role-Playing Games
In: Social behavior and personality: an international journal, Band 39, Heft 10, S. 1297-1302
ISSN: 1179-6391
In this study we investigated how different dimensions of service quality might influence the loyalty of customers in the context of online games. By studying the gamers of massively multiplayer online role-playing games (MMORPGs), we tested our hypotheses using structural equation
modeling techniques. We found that the service quality dimensions of privacy, effectiveness, and entertainment indirectly influence the loyalty of gamers through satisfaction, whereas interaction has a direct effect on their loyalty. These findings have implications for online game companies
to improve customers' loyalty.
Factors Driving Young Gamers Away from Massively Multiplayer Online Role-Playing Games: Gender Differences Perspective
In: HELIYON-D-23-07265
SSRN
Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey
In: European addiction research, Band 17, Heft 4, S. 185-189
ISSN: 1421-9891
<i>Background:</i> Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. <i>Aims:</i> The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. <i>Methods:</i> A total of 696 gamers responded to an online survey. <i>Results and Conclusion:</i> Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs.
Ethnography of Massively Multiplayer Online Role-playing Games: Cultivating an Emergent Third Place within the Virtual World
In: Shakaigaku hyōron: Japanese sociological review, Band 69, Heft 4, S. 434-452
ISSN: 1884-2755
Me, My Spouse, and My Avatar: The Relationship between Marital Satisfaction and Playing Massively Multiplayer Online Role-Playing Games (MMORPGs)
In: Journal of leisure research: JLR, Band 44, Heft 1, S. 1-22
ISSN: 2159-6417
Massively multiplayer online role-playing games (MMORPG): Association between its addiction, self-control and mental disorders among young people in Vietnam
In: The international journal of social psychiatry, Band 59, Heft 6, S. 570-577
ISSN: 1741-2854
Aims:To explore the association between MMORPG addiction and mental health status, and between self-control ability and mental health status among young male MMORPG players in Hanoi, Vietnam.Methods:In this cross-sectional study, 10 computer game rooms were randomly selected out of 77 in five communes in Hanoi. From these game rooms, 350 MMORPG players were purposively recruited as a study group, of whom 344 completed the questionnaire. In the same five communes, 344 non-players were selected as a control group. An online game addiction scale, a self-control scale and the Vietnamese SRQ-20 were used to measure the degree of MMORPG addiction, self-control ability and level of mental disorders.Results:MMORPG players had significantly higher mental disorders scale scores than non-players ( p < .001). The strongest positive correlation was detected between MMORPG addiction scale scores and mental disorders scale scores ( r = 0.730, p < .001). Self-control scale scores were negatively associated with mental disorders scale scores ( r = -0.345, p < .001). The average amount of money spent on games per month, MMORPG addiction scale score and self-control scale score were considered the best predictors of a higher mental disorders scale score.Conclusion:Young, male MMORPG players with higher addiction scores were more likely to have higher mental disorders scale scores, and such mental status was negatively associated with the level of self-control in Hanoi, Vietnam. Closer attention should be paid to prevent mental disorders among MMORPG players.
Revenue and Payment Models of Digital Games - The Power of Innovative Revenue Models in the Media Industry Taking the Example of Massively Multiplayer Online Role-Playing Games
In: Thesis submitted to obtain the grade of Master of Communication Studies – New Media and Society in Europe to Vrije Universiteit Brussel - Faculteit Letteren en Wijsbegeerte, 2012-2013
SSRN
World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 17, Heft 7, S. 1137-1153
ISSN: 1461-7315
This paper describes the phenomenon of game-biased perceptions and associations, or how, through intensive game play, elements from the game world can trigger thoughts and imagery outside the game world, influencing the perception and interpretation of stimuli in everyday life. Examples include the insertion of game elements in thoughts, perceptions and dreams, the use of specific vocabulary or slang – typical to the game world – in everyday conversations, and the association of real-life objects with game elements. Results from an online survey with habitual players of World of Warcraft confirm the existence of this phenomenon and show that the occurrence of these game-biased perceptions and associations is reinforced by increasing playing time and narrative involvement.
Virtuelle Gemeinschaften in Online-Rollenspielen: eine empirische Untersuchung der sozialen Strukturen in MMORPGs
In: Game studies 1
Ego-Shooter-Spielkultur: eine Online-Ethnographie
In: Studien & Materialien des Ludwig-Uhland-Instituts der Universität Tübingen Band 45