Understanding players’ achievement values from MMORPGs: an exploratory study

2015 ◽  
Vol 25 (5) ◽  
pp. 829-851 ◽  
Author(s):  
Chwen-Yea Lin ◽  
Wei-Hsi Hung ◽  
Kwoting Fang ◽  
Chien-Chung Tu

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.

Author(s):  
Nikole Wing Ka Kwok ◽  
Angeline Khoo

This study explores the factors that contribute to problematic gaming among players of Massively Multiplayer Online Role Playing Games (MMOs for short), in particular, the game World of Warcraft. It examines motivations based on the Self Determination Theory (SDT) and motivations based on Yee’s player orientations. A total of 128 gamers participated in the online survey. Results showed that achievement and immersion player orientations are correlated with extrinsic motivation in terms of external, introjected and identified regulations, as well as intrinsic motivation. Social orientation is only correlated with identified regulation and intrinsic motivation. Problematic gaming is also correlated with all types of extrinsic motivation, and intrinsic motivation, as well as with achievement and immersion player orientations but not with social player orientation. Achievement orientation and introjected regulation both positively predicted problematic gaming, while identified regulation negatively predicted it.


2018 ◽  
Vol 74 (4) ◽  
pp. 844-861 ◽  
Author(s):  
Hazel Hall ◽  
Peter Cruickshank ◽  
Bruce Ryan

Purpose The purpose of this paper is to report the results from a study that investigated the extent to which an intervention to develop a community of library and information science (LIS) researchers – the Developing Research Excellence and Methods (DREaM) project – was successful in meeting its main objective three years after its implementation. Of particular interest are factors that support or hinder network longevity. Design/methodology/approach Data were collected by online survey/telephone and focus group. From quantitative data, a social network analysis (SNA) and network diagrams were generated. Focus group discussions were recorded and transcribed, and data from these were analysed manually. Findings Three years after the end of its formal funding period, DREaM endured as a loose but persistent network. Social ties were more important than work ties, and network members with the highest network centrality held roles in academic institutions. Physical proximity between members was important to the maintenance of network ties. Actor status did not appear to have a bearing on network centrality. Research limitations/implications Discussion is limited to consideration of community development amongst core members of the network only. The “manufactured” nature of the DREaM network and unique context in which it was formed have implications for the generalisibility of the findings reported. Practical implications Social infrastructure is key to the long-term health of a network initiative. Continued ad hoc support would strengthen it further. Originality/value The findings add to understanding of factors important to the development of scholarly and learning communities. They extend contributions of earlier work that has deployed SNA techniques in LIS research and research in other fields.


2018 ◽  
Vol 30 (4) ◽  
pp. 321-334 ◽  
Author(s):  
Luis Miguel Fonseca ◽  
José Pedro Domingues

Purpose ISO 9001:2015 edition, by adopting modern management and quality approaches, can foster the application of continuous improvement (CI) methodologies. The purpose of this paper is to assess the level of utilization of Kaizen and other CI methodologies within Portuguese ISO 9001 certified organizations, namely, amid organizations that have already implemented ISO 9001:2015. Design/methodology/approach After the literature review, a quantitative research, supported on an online survey, was adopted. The survey yielded 309 valid responses (response rate 18 percent) encompassing 71 organizations already certified against ISO 9001:2015 and the remaining 238 against ISO 9001:2008. The results of the statistical analysis performed were reviewed with a focus group of five quality and organizational excellence managers. Findings The results show a mildly use of Kaizen, Lean and Six Sigma (SS) by Portuguese ISO 9001 certified organizations, which is increase when compared to previous studies. The sample of organizations that are already certified by ISO 9001:2015 have mean and median levels of customer improvement methodologies adoption (Lean, Kaizen, SS) higher than those that are still certified against ISO 9001:2008. However, the Kruskal-Wallis test showed that these differences are not statistically significant. Concerning the adoption of these methodologies by activity sector, the sample median values seem to suggest that Lean and SS are more commonly adopted in the industry than in the services, but according to the Kruskal-Wallis test these differences are not statistically significant. Checklists, plan-do-check-act cycle and process diagrams, followed by DMAIC, are the quality tools that are most frequently adopted. A high workload due to the transition process for ISO 9001:2015 and the lack of qualified people were suggested as possible explanations for these results by the Expert Focus Group. Research limitations/implications The study is restricted to ISO 9001 certified organizations in Portugal and due to the short time since ISO 9001:2015 implementation it should be considered as having an explanatory nature and subject to future confirmation. Originality/value This study on the application of CI methodologies between ISO 9001:2015 and ISO 9001:2008 certified organizations contributes to the Kaizen and CI body of knowledge and provides inputs to the organizations and professionals that aim to successfully apply it.


2014 ◽  
Vol 12 (1) ◽  
pp. 60-75 ◽  
Author(s):  
Katerina Zdravkova

Purpose – Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues. Design/methodology/approach – This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Findings – Typical examples introducing two basic scenarios representing individual and collaborative learning scripts are presented together with the detailed analysis how the games were performed, the effort to participate in, and to maintain them. Particular attention is paid to student feedback. Originality/value – The paper concludes with the basic findings of the effects of role-playing in current learning computer ethics and social responsibilities courses, and recommendations for future implementation of similar asynchronous learning online activities in order to increase their academic value and prepare students for their forthcoming professional integration.


2014 ◽  
Vol 16 (1) ◽  
pp. 20-39 ◽  
Author(s):  
Usman K. Durrani ◽  
Zijad Pita ◽  
Joan Richardson

Purpose – The purpose of this paper is to present the findings of Phase 1 of the research and to identify Australian agile software development organizations having such coexistence of agile and software configuration management (SCM) practices. This study employed “organization size” variable to study the phenomenon and used theory of Lean Thinking as a lens to analyse implementation variations of agile and SCM practices. Design/methodology/approach – For this study, the research design was comprised of three phases. In Phase 1, a quantitative study using an online survey was performed to answer RQ using various statistical techniques. In Phase 2, an initial conceptual model based on a literature review was developed, and then a qualitative study was performed using one longitudinal case study. In Phase 3, another online survey was performed using various parametric statistical techniques to validate and generalize the findings of Phase 1 and 2 and the proposed SLAM traceability model. The scope of this paper is to discuss only Phase 1 and its associated findings. Findings – The results of the analysis indicated that organizations, regardless of their size, frequently use agile practices for their software development operations. On the other hand, larger organizations use SCM practices comparatively more than medium and small organizations. However, traces of customized SCM process were found in most of the respondent (large, medium, and small) organizations, which indicates the coexistence of agile and SCM practices. Research limitations/implications – As there is no known listing or database available for such specialized criteria, a non-probabilistic sampling method was used, in the sense that the selection of members of the sample was arbitrary and subjective instead of a non-random selection from the pool of all agile practitioners in the field. Originality/value – By using the quantitative method approach, this study aims to generate empirical evidence to contribute to the body of knowledge in the relevant areas. On the practical side, this research can also provide support to IT businesses in general, and software development organizations in particular, with the streamlining of the internal operational environment for the facilitation of an adaptable process and the resulting coexistence of value-added agile and SCM practices.


2011 ◽  
Vol 39 (1) ◽  

Dit nummer van het Tijdschrift voor Communicatiewetenschap bevat vijf artikelen over uiteenlopende onderwerpen.Het eerste artikel gaat over de websites van topmerken. In De relatie tussen objectieve en gepercipieerde interactiviteit combineren Hilde Voorveld, Peter Neijens en Edith Smit twee methoden van dataverzameling. Door middel van een inhoudsanalyse analyseren ze de interactieve functies op websites van 65 topmerken en door middel van een survey gaan ze na hoe door hun respondenten de mate van interactiviteit van diezelfde websites gepercipieerd wordt. Uit de resultaten van het onderzoek blijkt dat er zeker geen positieve lineaire relatie bestaat tussen de mate van interactiviteit zoals vastgesteld door de inhoudsanalyse en de gepercipieerde interactiviteit die in de resultaten van het survey naar voren komt. Zij concluderen dat de uniekheid van interactieve functies weleens belangrijker zou kunnen zijn dan de kwantiteit aan interactieve functies op een website.Annelore Deprez, Karin Raeymaeckers en Sarah Van Leuven hebben de berichtgeving over de Eerste en de Tweede Intifada onderzocht. In het artikel Framing van de Eerste en Tweede Intifada in de Vlaamse en Nederlandse pers. Een casestudy van De Morgen en het NRC Handelsblad tonen zij aan dat in deze kranten verschillende frames domineren. Daarbij focussen ze op het ‘law and order’ en het ‘injustice and defiance’ frame. Het ‘law and order’ frame was in het NRC Handelsblad zowel tijdens de Eerste als de Tweede Intifada dominant, terwijl tijdens de Eerste Intifada in de berichtgeving in De Morgen het ‘injustice and defiance’ frame sterk naar voren kwam.Het artikel dat is geschreven door Melanie De Vocht, Jan van Looy, Cédric Courtois en Lieven De Marez gaat over het fenomeen ‘Massively Multiplayer Online Role-Playing Games’ (MMORPG). In Sociaal contact in een MMORPG. Een exploratief onderzoek naar de motivaties voor het spelen van World of Warcraft vanuit de uses & gratifications-benadering presenteren zij de resultaten van een online survey waaraan 1691 gamers hebben meegewerkt. In dit onderzoek zijn acht verschillende motieven om te gamen onderscheiden: escapisme, opwinding, immersie, zelfvoldoening, harde competitie, vaardigheden, sociale contacten in World of Warcraft en sociale contacten in het werkelijke leven. Deze motieven zijn in dit onderzoek ook gerelateerd aan de mate van betrokkenheid bij de online identiteiten van de gamer.In het artikel Een typologie van jonge nieuwsgebruikers in een multimediaal landschap maken Anna Van Cauwenberge, Leen d’Haenens en Hans Beentjes een indeling in nieuwsgebruikers. Zij hebben een survey uitgevoerd onder 1200 Vlaamse en Nederlandse jongeren en jongvolwassenen van 15 tot 35 jaar en op basis van hun tijdsbesteding aan combinaties van nieuwsplatformen identificeren zij verschillende typen. Uit het onderzoek blijkt dat Vlaamse en Nederlandse jongeren online en traditionele nieuwsbronnen combineren waarbij het televisienieuws nog steeds een prominente rol speelt.Het laatste artikel in dit nummer van het Tijdschrift voor Communicatiewetenschap is een literatuuronderzoek naar de relatie tussen mediagebruik en risicogedrag van jongeren in het verkeer. In deze studie staan twee theoretische zienswijzen centraal: de cultivatietheorie en de theorie van het gepland gedrag. Kathleen Beullens en Astrid Dirikx presenteren de resultaten van dit literatuuronderzoek in Mediagebruik en risicogedrag van jongeren in het verkeer: een literatuuroverzicht.


Author(s):  
Roberta Biolcati ◽  
Virginia Pupi ◽  
Giacomo Mancini

Background: Due to the increasing spread of massively multiplayer online role-playing games (MMORPGs) and their addictive potential, scholars assert that understanding the factors underpinning Internet gaming disorder (IGD) is crucial, considering the psychopathological classification. Objectives: This study aimed to explore the motives predicting IGD in MMORPG players with different personality risk profiles. Materials and Methods: An online survey was conducted among 202 MMORPG players (mean age = 27.85 years, SD = 6.49). A cluster analysis was performed to classify the samples, according to the substance use risk profile scale (SURPS), distinguishing a sensation seeking (SS) group from a group prone to negative emotions (PNE), including anxiety, hopelessness, and impulsivity. Also, the gaming motives, which were determined using the Motives for Online Gaming Questionnaire (MOGQ), were considered as independent variables in analyses. The regression analyses indicated different combinations of gaming motives, predisposing the two groups to IGD. Results: The escapism motive and male gender were the main risk factors for SS players, whereas the sociability motive predicted addiction tendencies in the PNE group. Also, the competition motive was a strong predictor of IGD in both groups; this motive was found to be associated with the male gender and the specific game genre. Moreover, the PNE players were significantly more addicted to MMORPGs and were less satisfied with their life, compared to the SS group. Conclusions: Based on the present results, clustering gamers in terms of personality traits allowed us to understand the mechanisms underlying IGD for overcoming a reductive approach, which considers MMORPG players as a uniform group.


2012 ◽  
Vol 11 ◽  
Author(s):  
Heather Osborne

Online narrative (fiction-based) role-playing games and massively multiplayer online role-playing games (MMORPGs) provide a ludic structure in which role players enact the gender and sexuality of their avatars. To investigate how role players perceive and perform their avatars' gender and sexuality in online games, I invited role players from MMORPGs and narrative RPGs to participate in an online survey. This study examines how the online game environment mediates players' self-expression and their acceptance of minority identities. Qualitative analysis of the data collected suggests that players who demonstrate empathy with and examination of their avatars' genders and sexualities, and who experience a sense of belonging within the game structure, are able to form positive interpersonal relationships that allow them to accept others' expressed identities.


2006 ◽  
Vol 15 (3) ◽  
pp. 309-329 ◽  
Author(s):  
Nick Yee

Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users' demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11–68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = −.04). An exploratory factor analysis revealed a five factor model of user motivations—Achievement, Relationship, Immersion, Escapism, and Manipulation—illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.


Author(s):  
Sonja Utz ◽  
Kai J. Jonas ◽  
Ellen Tonkens

Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that the field would benefit from using concepts that are well-established in other domains. Extending earlier work to the interpersonal domain, we examined the effects of obsessive and harmonious passion for massively multiplayer online role-playing games (MMORPGs) on the number and quality of online and offline friendships. Obsessive passion describes an irrepressible urge to engage in an activity, whereas harmonious passion describes the voluntary engagement in an activity. In an online survey of 406 MMORPG players, we found differential relationships between obsessive and harmonious passion and the number and quality of online and offline friendships. The results confirmed the usefulness of the dualistic model of passion for consequences of online gaming.


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