scholarly journals The Relationship between Player’s Value Systems and Their In-Game Behavior in a Massively Multiplayer Online Role-Playing Game

2017 ◽  
Vol 2017 ◽  
pp. 1-10 ◽  
Author(s):  
Chaoguang Wang ◽  
Gino Yu

This study examines the relationship between player’s value systems and their actions in playing a massively multiplayer online role-playing game. Online survey data from 1,577 players were paired with their behavioral metrics within the game. A number of correlations were found between the scores of value system and the in-game metrics. Participants that scored high on the Red value system tend to spend more real money in the game, level up their character and ability as quickly as possible, and seek other achievements in the forms offered by game world. These characteristics for fun, power, and immediate gratification are also predicted by the Red value system. The finding provides valuable information on how to better design, evaluate, and understand enjoyment in games. The results also show the possibility of using the game as a platform in inferring players’ value systems and in training people to develop certain skills.

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.


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 236-237 ◽  
pp. 1095-1100
Author(s):  
Chun Chih Chen ◽  
Han Yu Lin

The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. A MMORPG is composed of many design attributes; therefore, the game developers cannot satisfy all of the design attributes due to the constraint of development resources and the time-to-market pressure of the product. The purpose of this study is to help game developers to make the trade-off decision of where to invest their limited resources to implement critical design attributes. To better understand the relationship between attributes performance and satisfaction, the two-dimensional quality model, Kano model, is applied to identify the key attributes in satisfaction. Results indicated that these design attributes of MMORPGs were classified into different quality categories, including attractive, one-dimensional, must-be and indifferent qualities. By applying the Kano quality classifications, the attractive and important design attributes can be identified. It also can help game designers determine the priority to resolve the trade-offs dilemma in multiple-attribute optimization of satisfaction for MMORPG design.


2020 ◽  
Vol 11 ◽  
Author(s):  
Hollis C. Karoly ◽  
Raeghan L. Mueller ◽  
Chrysta C. Andrade ◽  
Kent E. Hutchison

Cannabis is commonly used among people who drink alcohol, but findings are mixed regarding the direction of this relationship. The type of cannabis used [high-cannabidiol (CBD) vs. high-delta-9tetrahydrocannabinol (THC)] and motives for use (i.e., whether cannabis is used to treat a medical condition) may influence the relationship between cannabis and drinking. Specifically, CBD has shown preclinical promise in reducing alcohol consumption, and medical cannabis users report using cannabis to reduce drinking. This study leverages survey data from cannabis users who drink alcohol (N = 533). Respondents were categorized as using cannabis to treat (CTT) a medical condition or as individuals whose cannabis use is not intended to treat (NCTT) a medical condition and grouped based on the THC/CBD ratio of the flower or edible cannabis they typically use (e.g., “High-THC/CBD,” “Medium-THC/CBD” and “Low-THC/CBD”). The CTT group (n = 412) reported drinking significantly less frequently than the NCTT group (n = 121). Cannabinoid content of flower cannabis was associated with alcohol consumed on cannabis-use days, such that individuals in the High-THC/CBD group drink more on cannabis-use days compared to the Medium-THC/CBD group. Cannabinoid content of edible cannabis was associated with drinks per drinking occasion, such that the High-THC/CBD group consumed the most drinks and the Low-THC/CBD group consumed the fewest. For both edible and flower groupings, higher-THC/CBD cannabis was associated with more frequent co-use than lower-THC/CBD cannabis. Results suggest that whether someone uses cannabis to treat a medical condition may impact their drinking frequency, and the cannabinoid content in flower and edible cannabis impacts alcohol consumption.


2021 ◽  
pp. 1689-1698
Author(s):  
Abdul Hafaz Ngah ◽  
Nurul Izni Kamalrulzaman ◽  
Fauzayani Ibrahim ◽  
Noor Azuan Abu Osman ◽  
Nur Asma Ariffin

This study aims to investigate the effect of soft skills and ethics and value on the employers’ willingness to continue recruiting Universiti Malaysia Terengganu (UMT) graduates, together with the moderating effect of knowledge on the relationship between soft skills and the employers’ willingness to continue recruiting UMT graduates. The study’s respondents comprised of 208 employers in Malaysia who responded through an online survey using Google Forms. The survey data was then analyzed using the Partial Least Squares Structural Equation Modelling (PLS-SEM), indicating that soft skills positively affected the employers’ willingness to continue recruiting UMT graduates. Nevertheless, ethics and value were found to be insignificant factors on the employers’ willingness to continue recruiting UMT graduates. It was also revealed that knowledge had the moderating effect on the relationship between soft skills and the employers’ willingness to continue recruiting UMT graduates. Therefore, universities were recommended to invest in soft skills and knowledge education to ensure that graduates met the employers’ professional recruitment standards in areas of expertise.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


First Monday ◽  
2011 ◽  
Author(s):  
Jing Wang ◽  
David A. Huffaker ◽  
Jeffrey W. Treem ◽  
Lindsay Fullerton ◽  
Muhammad A. Ahmad ◽  
...  

This study is the first large–scale multi–method attempt to empirically examine the characteristics leading to development of expertise in EverQuest II, a popular massively multi–player online role–playing game (MMOs). Benefiting from the unprecedented opportunity of obtaining game log data matched with survey data, the project investigated the relationship between player motivations and in–game behavior, personality characteristics, and demographic attributes with game performance and achievement, which we refer to as game “expertise.” Players who were high on achievement motivation or social motivation had higher game expertise, while those high on immersion motivation had lower expertise. Game experts were also characterized by focusing their game time on completing tasks. Younger players showed a slim advantage over older players. Male and female players exhibited similar expertise levels in this MMO.


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