Research on Virtual Personality of Role Playing Online Game Users

Author(s):  
Junfeng Liao ◽  
Xu Chen ◽  
Qi Zhang
Keyword(s):  
2014 ◽  
Vol 10 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


2017 ◽  
pp. 202-219
Author(s):  
Yu-Jen Chou ◽  
Shao-Kang Lo ◽  
Ching-I Teng

Players of massively multiplayer online role-playing games (MMORPG) frequently select avatars of the opposite gender, a phenomenon known as gender swapping. While this phenomenon is widely recognized, little is known about the underlying reasons. This study thus examines why players use opposite-gender avatars. Heterogeneity sampling is used to maximize information completeness. Data are obtained from interviews with 21 MMORPG players in Taiwan. The core theme identified is “increased enjoyment”, which itself integrates six more specific themes or aspects (social interaction, harassment avoidance, obtaining free gifts, fooling others, fantasy experiences and playing superior avatars) through which players derive increased enjoyment from game playing with gender-swapped avatars. This exploratory work creates a foundation for future research to develop and test hypotheses linking gender-swapping with player psychology or behavior.


Author(s):  
Seyed Abdollah Shahrokni

This chapter explains the process of collecting data for an ethnographic case study in a Massively Multiplayer Online Role-playing Game (MMOG) called Stronghold Kingdoms, describing the methodological aspects of the study such as the research site, participants, data collection sources, and analysis. Further, the chapter explains the challenges encountered while conducting the study, including entering and becoming a member of the game community, data collection and analysis in an ever-changing world, being a participant-observer and the risk of going native, and participant attrition. Finally, the chapter provides some solutions and recommendations for researchers interested in conducting studies in MMOG settings.


Author(s):  
Chi-Lung Lee ◽  
Hsi-Peng Lu ◽  
Judy Chuan-Chaun Lin

In this study, we would like the readers to conduct online-reading using the method of role-playing. We chose the Journey to the West, one of China’s four greatest classic literatures, as the material in this experiment. The readers will take on the role of the main hero of the book, Sun-wu-kong, while reading, experiencing, and exploring the story. We wish to discuss topics relevant to website stickiness and characteristics of online game and in turn to understand the acceptance of Web-based RPG Reading style.


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.


2014 ◽  
Vol 931-932 ◽  
pp. 1472-1476 ◽  
Author(s):  
Permbun Aimsupasit ◽  
Witcha Feungchan

Nowadays, Online gaming industry has been fast growing in Bangkok especially massively multiplayer online role-playing game (MMORPG). As online games grow in importance as an electronic commerce application, game developers and publishers increasingly believe that understanding factors affecting the quality of MMORPG online games is critical to the success of online game industry. Nevertheless, scant attention is given to the empirical investigation of the influence of online gaming perceived MMORPG quality. As for the study of factors affecting the quality of MMORPG online games in Bangkok, the researchers had set the regulations of quantitative research as a survey research with a questionnaire as the tool for data collection, the study results could be useful for online game industry.


2020 ◽  
Vol 19 (2) ◽  
pp. 113-117
Author(s):  
Gladys Jane Octavia ◽  
Surilena Surilena ◽  
Erfen Gustiawan

Pendahuluan: Adiksi online game merupakan gangguan perilaku bermain online game yang tidak terkontrol. Dampak negatif yang dapat terjadi akibat bermain online game antara lain menurunnya prestasi akademik karena motivasi dan konsentrasi belajar yang kurang. Tujuan penelitian ini mengetahui hubungan antara adiksi online game dengan motivasi belajar pada siswa sekolah menengah pertama (SMP) di Jakarta Utara.Metode: Penelitian potong lintang dengan sampel berurutan dilakukan pada 1.474 siswa SMP dengan mengisi kuesioner adiksi online game Indonesia (IOGAQ) dan Kuesioner Strategi Pembelajaran Motivasi (MSLQ). Kriteria inklusi adalah semua siswa SMP kelas I sampai kelas III di Kelurahan Penjaringan, Jakarta Utara. Kriteria eksklusi adalah siswa yang tidak bersedia menandatangani persetujuan sebagai responden. Uji bivariat dan regresi logistik multivariat dilakukan untuk menganalisis data.Hasil: Dari 1.474 siswa, mayoritas adalah perempuan (37.8%) dan berusia 14 tahun (52.5%). Adiksi online game banyak dialami oleh responden laki-laki (90,1%) dan perempuan (79,1%) yang kebanyakan adalah siswa SMP kelas 1 (87,3%). Adiksi online game lebih banyak dilakukan dengan frekuensi bermain online game ≥4 hari/minggu (95%), durasi bermain online game pada hari sekolah (95,5%) atau hari libur (94,2%) adalah >4 jam/hari. Jenis online game yang sering digunakan adalah role playing game (85,8%) dan jenis perangkatnya berupa perangkat portable (94,8%). Mayoritas responden memiliki motivasi belajar rendah (86,3%). Walaupun demikian, hasil analisis bivariat menunjukkan tidak ada hubungan yang signifikan antara adiksi online game dan motivasi belajar (p≥0.05).Simpulan: Tidak terdapat hubungan bermakna antara adiksi online game dengan motivasi belajar. Meskipun begitu, adiksi online game perlu diperhatikan agar tidak mengganggu motivasi belajar siswa.


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