scholarly journals Performing self, performing character: Exploring gender performativity in online role-playing games

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.

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.


2010 ◽  
Vol 8 ◽  
Author(s):  
Thomas D. Rowland ◽  
Amanda C. Barton

The popularity of massively multiplayer online role-playing games (MMORPGs) has created a unique, heavily populated virtual reality wherein player characters are explicitly differentiated by the physical characteristics of their avatars. To investigate the way real-life race perceptions influence these adopted player-character identities, we invited MMO players to participate in an online survey. In this study, we are particularly interested in overlap, or deviation, between real-life racial perceptions and the perception of fictional fantastic races (elves, dwarves). On the basis of the data collected, we found that whether players consciously associate themselves with their avatars or consciously dissociate themselves from their avatars, real-life racial tendencies unconsciously manifest through players' choices of their avatars and in their interactions with other players within the game environment.


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.


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.


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.


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.


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.


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