Online gaming: a scoping study of massively multi-player online role playing games

2009 ◽  
Vol 9 (1-2) ◽  
pp. 3-26 ◽  
Author(s):  
Alex Meredith ◽  
Zaheer Hussain ◽  
Mark D. Griffiths
Author(s):  
Davinder Ghuman ◽  
Mark Griffiths

One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multi-player Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG), and Real Time Strategy (RTS) Games. Therefore, the current study examines player behaviour and characteristics in these three relatively under-researched online gaming genres. The study examines the differences between the three different game genres in terms of: (i) the demographic profile of players, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play specific game genres. The sample comprised 353 self-selected players. The RPG genre had the highest percentage of female players. The number of hours played per week varied significantly between the genres. RPG players played significantly longer hours than FPS or RTS players. In relation to playing motivation, achievement levels were highest for the FPS genre with RPG genre having the lowest achievement levels. RPG players had the highest immersion levels. RTS players were significantly less likely to report having made friends than players of the other two genres.


Author(s):  
Dal Yong Jin

This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particular massively multiplayer online role-playing games (MMORPGs), have advanced contraflow. In addition, it discusses a changing trend in the digital game sector, which has been occurring due to both the increasing role of China's game industries and the emergence of mobile gaming in the smartphone era. It also maps out the process by which Korean online games are appropriated for Western game users in a form of “glocalization”in both content and structure. Finally, the chapter articulates whether this new trend can diminish an asymmetrical cultural flow between the West and the East.


2011 ◽  
Vol 1 (4) ◽  
pp. 20-36 ◽  
Author(s):  
Mark Griffiths ◽  
Zaheer Hussain ◽  
Sabine M. Grüsser ◽  
Ralf Thalemann ◽  
Helena Cole ◽  
...  

This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs.


2007 ◽  
Vol 4 (4) ◽  
pp. 36-46 ◽  
Author(s):  
Jörg Müller-Lietzkow ◽  
Tung Nguyen-Khac ◽  
Thomas Brasch ◽  
Sven Jöckel ◽  
Frank Sliwka

Mit über 3 Milliarden US-$ allein an Online-Spielgebühren zeigt sich ein eindeutiger Trend bei den digitalen Spielen. Darüber hinaus zeigen sowohl die Geschäftsmodelle und technischen Möglichkeiten der neuen Konsolengeneration (Xbox 360, Playstation 3 und Wii) als auch die Nutzerzahlen, dass Onlinespielen Offlinespielen langsam aber sicher ablöst. Der Mensch spielt nicht mehr alleine, sondern trifft sich im Cyberspace, um in virtuellen Arenen miteinander, gegeneinander als Clan, Gilde, eSportteam oder auch nur als einzelner Abenteurer in mehr oder weniger begrenzten Welten zu spielen. Dabei gibt es mannigfaltige Varianten des Onlinespielens: Die einfachste ist die Integration von Onlinemodi in traditionelle Spiele, die zumeist datenträgergebunden in Form der klassischen Wertschöpfungskette der Spieleindustrie, die sich nicht signifikant von anderen Datenträgermedien unterscheidet, angeboten werden. Die heute sicherlich bekannteste Form von Onlinespielen sind die MMORPGs (Massively Multiplayer Online Role Playing Games). Zumeist auf einem Datenträger wird ein Grundspiel, welches nur bei bestehender Internetverbindung genutzt werden kann, angeboten und mit einer Testspielphase zwischen 14 Tagen und 4 Wochen verkauft. Immer stärker aufkommend sind so genannte BrowserGames, die vielleicht am ehesten dem Begriff des Online- Gaming entsprechen.


Author(s):  
Mark Griffiths ◽  
Zaheer Hussain ◽  
Sabine M. Grüsser ◽  
Ralf Thalemann ◽  
Helena Cole ◽  
...  

This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs.


Author(s):  
Zaheer Hussain ◽  
Mark D. Griffiths

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 other 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) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.


Gamification ◽  
2015 ◽  
pp. 296-313
Author(s):  
Zaheer Hussain ◽  
Mark D. Griffiths

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 other 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) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


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