The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games

Author(s):  
D. Huffaker ◽  
Jing Wang ◽  
J. Treem ◽  
M.A. Ahmad ◽  
L. Fullerton ◽  
...  
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.


2013 ◽  
Vol 7 ◽  
pp. 141-157
Author(s):  
Žaneta Grinkevičiūtė ◽  
Jorūnė Vyšniauskytė-Rimkienė

Kauno „Atžalyno“ vidurinė mokyklaPartizanų g. 46, Kaunas. Tel. (8 37) 31 19 73El. paštas: [email protected] Didžiojo universitetasDonelaičio g. 52 Kaunas. Tel. (8 37) 32 78 46El. paštas: [email protected]  Prevencinė socialinių įgūdžių lavinimo programa buvo parengta ir įdiegta bendrojo lavinimo mokyklos 14–16 metų paauglių klasėje. Šešiolikos užsiėmimų programą vedė profesionalus socialinis darbuotojas. Socialiniams paauglių įgūdžiams lavinti naudoti instruktavimo, modeliavimo, vaidmenų žaidimų, elgesio generalizacijos ir kiti darbo grupėje metodai. Tyrime naudotas trianguliacijos metodas: taikytos kokybinio ir kiekybinio tyrimų prieigos. Atliktas veiklos tyrimas atskleidė, kad socialinių įgūdžių lavinimo programa bendrojo lavinimo mokykloje yra iš dalies veiksminga. Tyrimo rezultatai parodė, kad berniukai tapo atviresni, pradėjo labiau reikšti savo jausmus ir domėtis, kaip jaučiasi kiti bendraamžiai. Tyrime dalyvavę paaugliai pradėjo dažniau inicijuoti pokalbius, tarpusavio sąveikose tapo drąsesni. Grupės darbe pokytis buvo nustatytas merginų tarpe, jos tapo vieningesnės, „drąsiai dalindavosi savo situacijomis bei įsitraukdavo į grupinį darbą“. Remiantis atlikto tyrimo duomenimis, bendrojo lavinimo mokykloms rekomenduojama organizuoti nuolatinius ir ilgalaikius socialinių įgūdžių lavinimo užsiėmimus, kuriuose galėtų dalyvauti skirtingą socialinę kompetenciją turintys vaikai ir paaugliai.Pagrindiniai žodžiai: socialiniai įgūdžiai, prevencinis socialinių įgūdžių lavinimas, socialinių įgūdžių lavinimas mokykloje.Preventive Training of Social Skills at School: Development of Social Skills in AdolescentsŽaneta Grinkevičiūtė, Jorūnė Vyšniauskytė-RimkienėSummaryA preventive program of training social skills was developed and implemented in-class for 14–16-year-old adolescents in a regular secondary school. The social skills training program of sixteen workshops was led by a professional social worker. The methods of instruction, modeling, role-playing games, generalization were used to develop social skills of adolescents. In the research, the triangulation method (qualitative and quantitative) was used. The action research revealed that the social skills training program was partially effective. The boys’ behaviour mostly changed according to data of the assertiveness and empathy scales. The boys became more open; moreover, they began to express their feelings and show interest in other peoples’ feelings. Adolescents began to initiate conversations and became assertive in interactions with others. In group work, the girls showed more changes in their behaviour (became more united, were sharing their situations, were actively involed in the group work). According to the data of the research, recommendations were prepared for organizations and institutions working with adolescents in organizing stable and long-term social skills training sessions including participants with different levels of social competence development.Key words: social skills, preventive training of social skills, training of social skills at school.


Author(s):  
Russell Stockard Jr.

An increasingly important area of gender and information technology is that of Internet, computer, and video games. Besides women increasingly playing conventional entertainment-oriented or role-playing games, there are a number of pertinent developments in gaming. They are adver-games, casual games, games for change or “serious” games, and games aimed at women and/or developed by women. Computer and video games are a significant area of interest for a number of reasons. In the United States, games generate substantially more annual revenue than motion picture exhibition, totalling over $11 billion for three consecutive years from 2002 to 2004 (Hollywood Game Daemon, 2004; Traiman, 2005). Research by the Entertainment Software Association indicates that: half of all Americans play computer and video games, with women making up the second largest (demographic) group of gamers. Games are steadily becoming a dominant way that people spend their leisure time, often stealing time away from traditional media, like television. (Games for change mentioned at NYC Council Hearing, 2005) In addition, games often reinforce traditional gender roles (Cassells & Jenkins, 2000) and reproduce negative racial and ethnic stereotypes, even as male players comfortably assume female identities (Baker, 2002). As greater numbers of consumers spend time gaming, the advertising industry has taken notice and is following the population into the game world with advertising. The game enthusiasts comprise a desirable target, freely spending on games and other products. Gamers spend an estimated $700 a year per capita on games (Gamers are spending 700 dollars a year, 2005).


2011 ◽  
Vol 2011 ◽  
pp. 1-9
Author(s):  
Fang You ◽  
Jianping Liu ◽  
Xinjian Guan ◽  
Jianmin Wang ◽  
Zibin Zheng ◽  
...  

Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model). From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model), our proposed player taxonomy model can achieve good results: classification is more stable.


2017 ◽  
Vol 2017 ◽  
pp. 1-8
Author(s):  
Byungchul Park ◽  
Duk Hee Lee

A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.


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.


2011 ◽  
Vol 39 (1) ◽  
Author(s):  
Melanie De Vocht ◽  
Jan Van Looy ◽  
Cédric Courtois ◽  
Lieven De Marez

Social contact in a MMORPG. An exploratory study into the motivations of playing World of Warcraft from a uses & gratifications perspective. Social contact in a MMORPG. An exploratory study into the motivations of playing World of Warcraft from a uses & gratifications perspective. The results of a study on motivations for playing Massively Multiplayer Online Role-Playing Games (MMORPG), c.q. World of Warcraft (WoW), on 1691 gamers have been described in this article. The research hypothesis states that the social contact in-game is the main motivation of playing WoW. After a factor analysis, eight motivations can be defined: ‘escapism’ (α= 0,694), ‘arousal’(α= 0,573), ‘social contact in WoW’ (α= 0,794), ‘challenge’ (α= 0,758), ‘immersion’ (α= 0,765), ‘skills’ (α= 0,907), ‘social contact in real life’ (α= 0,739), ‘strong competition’ (α= 0,771). ‘Social contact in WoW’ ends on the third place. Still, 89% of the respondents think that the multiplayer aspect is important. Two other dimensions have been found: ‘character identification’ (α= 0,749) and ‘character importance’ (α= 0,826). By distinguishing a group ‘High Character Involvement’ and ‘Low Character Involvement’ there have been found interesting differences with regard to the motivations.


Author(s):  
Ruba Monem

The genre of massively multiplayer online role-playing games has become increasingly popular with adolescent males. While researchers have studied the social aspect of online role-playing games, there is little known about the metacognitive and self-scaffolding processes that players engage in as they navigate these digital immersive environments. This case study focuses on the experience of an adolescent male gamer as he develops his knowledge, selfawareness and virtual identity.


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.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Javier A Salazar

Within Massive Multiplayer Online Role Playing Games (MMORPG) studies, there are many papers dedicated to player typologies. This is especially true when it comes to themes that directly or indirectly touch the social identity of opposing groups of players: “roleplayers” vs. “PvPers”, “helpers vs. griefers”, “power gamers” vs. “casual gamers”, etc. Every time researchers label a group of players as, for example, "roleplayers" they are indeed assuming the existence of a social identity of this group. However, in MMORPG literature there are very few pages dedicated to theorizing about social identity. In this paper, I provide practical examples of how social identity in MMORPGS can be analyzed through the application of Salazar's (2006) social identity (re)production theoretical model. The basic unit of analysis is what in this paper will be called an Identity Liminal Event (ILE), or specific MMORPG events on which the constitutive elements of social identity can be observed. The examples to be studied in this paper are ILEs taken from the World of Warcraft and Star Wars Galaxies MMORPGs. To conclude, the paper offers several suggestions for implementing this theoretical model for further studying MMORPG events.


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