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1 – 10 of 411Nicolas Ducheneaut and Robert J. Moore
Massively Multiplayer Online Role Playing Games (MMORPGs) have become complex social worlds. As such, playing these games requires more than accomplishing simple objectives: it is…
Abstract
Massively Multiplayer Online Role Playing Games (MMORPGs) have become complex social worlds. As such, playing these games requires more than accomplishing simple objectives: it is also a process of socialization into a community of gamers. Through our observation of players’ activities we describe how MMORPGs provide opportunities for learning social skills such as: how to meet people; how to manage a small group; how to coordinate and cooperate with people; and how to participate in sociable interaction with them. We show how this social learning is tied to three important types of social interaction that are characteristic of MMORPGs: players’ self‐organization, instrumental coordination, and downtime sociability. We conclude by discussing the societal impacts of our findings and how the features of MMORPGs could be repurposed in environments specifically designed for social learning.
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Kwoting Fang, Yu‐Chih Lin and Tung‐Lin Chuang
The purpose of this paper is threefold. First, this study seeks to provide a framework for, and endeavor to gain, an in‐depth understanding of the decision‐making process in…
Abstract
Purpose
The purpose of this paper is threefold. First, this study seeks to provide a framework for, and endeavor to gain, an in‐depth understanding of the decision‐making process in relation to playing or not playing massively multiplayer online role‐playing games (MMORPGs) by using qualitative data from interviewing both players and non‐players. Second, it seeks to establish a better measure and model using an ethnographic decision tree model that describes the decision‐making process of internet users. Finally, for cross‐validity purposes, it aims to verify the model using quantitative data from face‐to‐face surveys of players/non‐players in an online gaming context.
Design/methodology/approach
A two‐phase mixed method is adopted here. During the first phase, the decision tree development phase, to capture the concerns of internet users who are facing the choice of playing MMORPGs or not, qualitative‐based procedures are used to identify decision factors and organize them into a decision tree for better understanding a research problem. In the second phase, the decision tree verification phase, to test the predictive capability of the composite model, a quantitative‐based survey instrument, which represents the decision criteria identified in the first phase, is adopted for data collection and analysis.
Findings
The results revealed that 14 criteria, formulated as a decision tree, were identified in the model‐building phase. In the model‐testing phase, 137 decision processes were successfully predicted and 17 predictive pathways led to a decision against the factual, giving a predictive rate of 89 per cent.
Originality/value
The study bridges the gap between the research in online games and in decision making. At the theoretical level, the decision tree model can provide a more comprehensive and in‐depth explanation of the online games‐playing phenomenon. In practice, marketers can easily become aware of the user considerations and identify exactly what needs to be done to fulfil users' criteria for playing MMORPGs. And, from a methodological standpoint, a mixed method can help researchers improve techniques used in study for building more predictive models.
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J. Patrick Williams, David Kirschner and Zahirah Suhaimi-Broder
Role is an under-studied topic in research on virtual game worlds, despite its centrality in the ubiquitous term “massively multiplayer online role-playing game (MMORPG).” In this…
Abstract
Role is an under-studied topic in research on virtual game worlds, despite its centrality in the ubiquitous term “massively multiplayer online role-playing game (MMORPG).” In this article, we report on a study of the role concept and its relevance to virtual worlds, with emphasis on the MMORPG World of Warcraft (WoW). In particular, we focus on the concept of structural role, a term introduced to delineate a certain kind of social actor that carries greater-than-average responsibility for facilitating the diffusion of culture across interlocking groups. Beginning with a brief discussion of structural roles, this paper draws on ethnographic research in a raiding guild and interviews with hardcore WoW players to investigate the roles of guild and raid leaders in building and maintaining collaborative group play. Our study explores not only the expectations and obligations for players in key structural positions, but also specific processes through which they are embodied in everyday life online. Data show that an interest or willingness to learn the intricacies of gameplay, to take responsibility for players’ emotional well-being, and to manage a shared definition of the situation are all basic components of the guild and raid leaders’ roles, and guild or raid success is often reducible to the extent to which leaders master these components.
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Yi-Sheng Wang, Wei-Long Lee and Tsuen-Ho Hsu
The purpose of this paper is to explore in depth the special context and unique life experience of the online role-playing game and to provide insights regarding an interpretation…
Abstract
Purpose
The purpose of this paper is to explore in depth the special context and unique life experience of the online role-playing game and to provide insights regarding an interpretation of the situational context model.
Design/methodology/approach
This study uses netnography, online interviews, and the physical travel of researchers to the field for field participation and observations. The combination of netnography and online interviews combines online and offline studies to achieve more consistency in the data collection, analysis, and other processes. In-person participation in observations makes the research more realistic. The combination of these qualitative methods is helpful in achieving a more comprehensive and accurate research process.
Findings
The findings of the study can be classified into a three-stage situational context approach, which is presented in the form of propositions. Finally, the insight of the situational context model was developed.
Research limitations/implications
This study only focussed on office workers and students in online role-playing game. Therefore, the samples should be extended to other massively multiplayer online games, including different nationalities and professions for comparative analysis and related studies. Through the expansion of the sample size, a representative and stable cyber model can be established.
Originality/value
The theoretical contribution of this study is to establish an interpretation of the situational context model and eight related propositions. The study revealed the mystery of female online role-playing games.
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The purpose of this paper is to examine whether children’s online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development…
Abstract
Purpose
The purpose of this paper is to examine whether children’s online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development of virtual retail shopping motivations and behaviours. This exploratory study also examines the influence of age-related differences in children’s social and consumer development vs adults and gender on this.
Design/methodology/approach
The study was conducted using two focus groups and ten in-depth interviews with 20 French children between the ages of eight and 12 years.
Findings
Results show that children’s online play and participation in MMORPG communities is leading to the development of virtual retail shopping motivations and behaviour through the purchase of virtual tools and accessories by all children using virtual in-game money. But these motivations are very gender specific due to the overarching importance of gender-specific motivations for achievement. Boys engage in virtual retail shopping because they need in-game progress and power gains, while girls engage in virtual retail shopping because they need social status enhancement.
Research limitations/implications
Research should be conducted on children in different age groups. All aspects of the process and consequences of children’s participation in online gaming communities should be examined more comprehensively. Quantitative research is required. Results may also vary with country and cultural context.
Practical implications
First, children between eight and 12 years of age are active consumers (influencers and buyers) for all companies. MMORPGs provide the perfect setting for better understanding of children’s motivations and behaviour regarding virtual retail shopping because they provide virtual in-game money for different achievements that children use to engage in such behaviour. Second, MMORPG companies can benefit by taking into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when designing the games.
Social implications
First, the risks of playing computer games for children in terms of playing violent games and leading a virtual life must be considered and studied carefully by public policy officials. Second, public policy officials that look into online gaming should take into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when monitoring online games. These are issues that are not only developing children’s abilities as social actors but may well be promoting excessive materialism aided by the formation of online peer groups.
Originality/value
This is the first study on children’s online play and participation in MMORPGs in the consumer context and will help us to understand children’s mind-set and motivations for retail activities in this unique retail setting. The study results show that children’s online play and participation in MMORPGs is leading to the development of virtual retail shopping motivations and behaviour that are very gender specific unlike adults.
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One can read the history of MMOGs as a history of the development of the body (avatar) in the internet. To make the classical terms of sociology of the body fit the field of…
Abstract
One can read the history of MMOGs as a history of the development of the body (avatar) in the internet. To make the classical terms of sociology of the body fit the field of MMOGs, this chapter builds on the social world perspective to leave the dichotomy between real (offline) and virtual (online) behind. MMOGs are seen as one of numerous social worlds (rooted in the here and now) and not as distant planets. In the Here and Now the body is an everyday matter of course. According to Goffman’s interaction order Face-to-Face interaction is the prototype of interaction and the influence of technical artifacts (pen and paper, telephone, etc.) negates its constituting elements – immediacy and reciprocity. Immediacy and reciprocity are interrelated with the body. Although MMOGs are technical artifacts, MMOGs re-establish elements constituting the body. The avatar becomes a key artifact and an inescapable necessity in experiencing the world of MMOGs. Therefore compared to other online-places, MMOGs expand the accessibility that is typical for the internet with the possibility of “physical” presence. But this physical presence is rather a semiotic body (or body-social), than a body in physical terms. The avatar therefore seems to be an intersubjective accomplishment pointing to group affiliations. Applying to the body, it is therefore not just skin and bones it is also socially constructed. The avatar is expressed or embodied society.
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J. Tuomas Harviainen and Amon Rapp
The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing function…
Abstract
Purpose
The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing function like information retrieval from a library database system.
Design/methodology/approach
By combining ideas from earlier contributions on the topics of game environments as information systems, the paper explores how gameplay connects to information retrieval, restricted content access, and information system structure. The paper then proceeds to examine this idea through an ethnographic study conducted in World of Warcraft during 2012-2016.
Findings
By discussing how multiplayer digital game play is a form of information retrieval, the paper shows that players enjoy the well-restricted access to information that is a constitutive element of gameplay. Examining controlled access, procedural literacies and emphatic keywords, the paper finds that content relevances and system use may be influenced by hedonic concerns rather than task efficiency.
Originality/value
The study of retrieval issues related to gaming enriches our knowledge on inferences in retrieval. It shows that people may prefer that their access to information be limited, in order to make system use more interesting.
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Kai Wang, Chi-Feng Tai and Han-fen Hu
Focusing on the social influence processes in the context of massively multiplayer online role-playing games (MMORPGs), this study aims to investigate the nomological network of…
Abstract
Purpose
Focusing on the social influence processes in the context of massively multiplayer online role-playing games (MMORPGs), this study aims to investigate the nomological network of social influence factors, a topic seldom explicitly articulated in the literature in this unique context.
Design/methodology/approach
This study adopts a mixed-methods approach to develop and test a context-specific model of social influence processes in MMORPGs. First, the authors conducted qualitative interviews with MMORPG players to identify the drivers shaping players' perceptions of social influences. Second, the authors formulated and tested a research model with quantitative data collected from 450 respondents of an online survey.
Findings
Through the qualitative study, the authors identify leader enthusiasm, social support and social presence as the critical drivers of social influence factors. The result of the quantitative study validates the influences of the critical drivers and demonstrates the impact of social influences on MMORPG players' we-intention to continue playing games.
Originality/value
This research extends the social influence theory by identifying contextualized drivers that shape MMORPG players' perception of social influences determining their we-intention to continue playing games. MMORPG service providers can draw on these drivers to leverage social influences to increase players' we-intention of continuance.
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Tianyang Lou, Yuning Zu and Ling Zhu
The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online Role…
Abstract
Purpose
The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online Role-playing Game environment.
Design/methodology/approach
A self-administered questionnaire was developed and administered to an online sample of 9,335 CR3 players.
Findings
The findings of this research indicated that social and immersion motivations have a significant effect on TMS. Additionally, it was discovered that achievement motivation has a positive relationship with dispositional TMS, a negative relationship to bond-based TMS. The moderation effect of frequency and gender is also demonstrated.
Research limitations/implications
The study verified the relationships of the theoretical model of the game motivation and TMS.
Originality/value
This study provides advice to operators of online games when motivating players to work in groups.
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Chwen-Yea Lin, Wei-Hsi Hung, Kwoting Fang and Chien-Chung Tu
Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer…
Abstract
Purpose
Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players.
Design/methodology/approach
The research employed two approaches to collect data: focus group and a web survey of online game players were conducted. Moreover, an addiction-engagement scale was used to ensure all participants were genuinely highly engaged MMORPGs players in data collection process. There are 12 highly engaged players were recruited as focus group members in Phase 1. The online survey yielded 315 responses, of which 267 were considered valid, and 177 of those were considered to be genuine highly engaged players in Phase 2. In the study, exploratory factor analysis was performed to reveal underlying structure of achievement values.
Findings
The result focussing on popular MMORPGs reveal that highly engaged players derived six achievement values from playing MMORPGs, including fantasy satisfaction, adventure, victory, socialization ability, self-actualization, and advancement of wealth and status.
Originality/value
In view of the prevalence of MMORPGs, it is imperative to draw attention to understand students’ achievement values derived from playing MMORPGs. By doing that, educators know how to bridge students’ achievement values to their academic performance.
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