scholarly journals A Cross-Genre Study of Online Gaming

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.

Author(s):  
Zaheer Hussain ◽  
Mark D. Griffiths

The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with other gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.


Gamification ◽  
2015 ◽  
pp. 296-313
Author(s):  
Zaheer Hussain ◽  
Mark D. Griffiths

The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with other gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.


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):  
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.


2016 ◽  
Vol 27 (1) ◽  
pp. 57-73 ◽  
Author(s):  
Lotte Galløe

Denne artikel beskæftiger sig med rollespil som en læringsteknologi. Artiklen stiller skarpt på rollespil som en nuanceret styring, der søger at fremme en særlig adfærd. Der argumenteres for, at rollespillet er et eksempel på en strategisk praksis, der fungerer ved at inddrage de lærende i påvirkningen af sig selv og hinanden. Gennem et feltstudie af et træningsforløb for forældre med udadreagerende børn er rollespil som læringsteknologi undersøgt. Med et foucaultiansk magtperspektiv belyses de specifikke teknikker, der gør rollespillet til en legende praksis, for siden at tillægge det en anden alvor. Artiklen viser, hvordan rollespillet tager form i samspillet mellem instruktører og forældre og viser sig virksomt ved at inkludere forældrene i udførelsen og omdirigere deres modstand. ENGELSK ABSTRACT: Lotte Galløe: Imaginary Real Life. The Governed Learning of Role Playing This paper examines role-playing as a learning technology. It focuses on role-playing, as employed in the social services, as an advanced form of governance aiming to produce a certain behavior on the part of the learners. Based on an ethnographic interpretation of Michel Foucault’s notion of power, the paper sheds light on role-playing in practice in Parent Management Training (PMTO) group sessions. Role-playing in PMTO exemplifies the use of particular techniques that shape role-playing as an imaginary game, and simultaneously ascribes it significance in real life. The article argues that role-playing’s apparent non-serious approach enables a strategic practice engaging the learners in the governing actions targeted towards shaping them as subjects. The paper shows how the techniques of enactment, instruction, and evaluation unfold by involving the parents in the performance. Finally the paper shows how resistance is rejected or adapted within the governing practice. Keywords: role-play, Foucault, governance, PMTO, learning.


2020 ◽  
Vol 210 ◽  
pp. 18105
Author(s):  
Olga Ovsyannikova ◽  
Svetlana Bobrova ◽  
Igor Bocharnikov

The article analyzes the current trends and conditions for the development of students 'speech-thinking abilities and the formation of students' speech competence, and examines modern methods used in the classroom to improve the speech culture of future specialists. The data of the ascertaining experiment showing the level of development of speech competence of students are given. Criteria and factors of speech formation are considered. It is emphasized that the leading principle of educational process management is the formation of motivational factors and reflection of students in terms of the quality of their speech. Promising technologies for the formation of speech competence of specialists are identified. The main direction of development of speech competence of students at the present stage is the formation of speech culture based on linguistic, cultural, situational, professional levels; taking into account the psychological characteristics of specialists, factors of motivation and reflection of students. The leading methods of speech training are teaching methods that correspond to a person-oriented technology, problem tasks (search-game, cognitive-search, role-playing games, discussions), language exercises, emotional-behavioral tasks, and others).


Author(s):  
Pavlo Kolomiiets

The statement of the problem of this research is conditioned by the results of the monitoring conducted by the author of the article on the quality of provision of educational services in the field of tax education and tax education to Ukrainian citizens, “the state of which does not satisfy the requirements that it faces in terms of building Ukrainian statehood, cultural and spiritual revival of the Ukrainian people. This is manifested primarily in the inadequacy of education to the needs of the individual, the social needs and worldly achievements of mankind; in the devaluation of the social prestige of education and intellectual activity; in distorting the goals and functions of education; bureaucratization of all links in the educational system. The dynamism inherent in modern civilization, the growth of the social role of the individual, the humanization and democratization of society, the intellectualization of labor, the rapid change of technology and technology all over the world, all require the creation of such conditions under which the people of Ukraine would become a constantly learning nation.”. The fundamental relevance of the investigated issues is, first of all, directly related to the official recognition that the directions of education development conducted during the 29 years of our country were not sufficiently systematic and complex in nature and therefore did not contribute to the formation of a comprehensive state policy in the field of education. Therefore, the relevance of the problem of improving the quality of tax, tax education and education of Ukrainian citizens is extremely important. The study is conditioned by the results of the monitoring conducted by the author of this article on the quality of provision of educational services in the field of tax education and tax education to Ukrainian citizens. Creating an actionable, real-life, small, compact and effective Tax Code of Ukraine will become a major source of tax knowledge and tax culture.


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.


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