Redactioneel

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.

Author(s):  
Gabriella M. Harari ◽  
Lindsay T. Graham ◽  
Samuel D. Gosling

Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avatar plus username mean ICC = .66), but no accuracy (avatar only mean r = .03; avatar plus username mean r = .01). A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.


2015 ◽  
Vol 27 ◽  
pp. 151-166 ◽  
Author(s):  
Birgit Swoboda

OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.


Author(s):  
Javier Alejandro Corredor ◽  
Leonardo Rojas Benavides

This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.


2013 ◽  
Vol 6 (1) ◽  
pp. 41
Author(s):  
Birgit Kramer

MMORPGs (Massively Multiplayer Online Role-playing Games) like World of Warcraft® require gamers to communicate in English regardless of their language competence in it. Therefore, English becomes the lingua franca of many gamers. Furthermore, gamers have to communicate effi ciently with one another in high stress situations causing another linguistic challenge. These conditions do not lead to the assumption that politeness is of any relevance in MMORPGs but rather that these games are hostile and impolite environments. A survey investigating the language usage of gamers, including a questionnaire and a selfcompiled corpus, sheds light on the language usage and politeness of gamers. This survey asks how and why gamers coming from different language backgrounds using ELF in MMORPGs utilize politeness to position themselves.


Author(s):  
Kelly M Bergstrom

The popularity explosion of Massively Multiplayer Online Role-Playing Games (MMOs) such as World of Warcraft provides researchers with a venue to reach a wider research subject base than ever before. But what is the best way to collect data about these virtual worlds? This paper illustrates the rich potential of using an avatar to interact with MMO participants while players are immersed in the game’s virtual environment. Rather than observing from the periphery, this paper makes the case for the researcher to ‘dive right in’ and interview gamers within their (virtual) environment. This paper will argue that this methodology acts as a means for collecting rich, nuanced data about the gaming community.


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.


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.


2015 ◽  
Vol 27 ◽  
pp. 133-150
Author(s):  
Birgit Swoboda

OMG! Lol n00b :)! Quando os jogadores, sobretudo de MMORPG (Massively Multiplayer Online Role-Playing Games, i.e. jogos de interpretação online em massa para múltiplos jogadores) como o World of Warcraft®, falam entre si, adaptam a linguagem às suas necessidades, a exemplo do que fazem os falantes de uma língua. É errado presumir que expressões como smileys, acrónimos e neologismos constituem uma deterioração da linguagem atual. Antes pelo contrário, estas expressões podem ser vistas como exemplos de criatividade, eficiência e marcadores de grupo. Além disso, estas expressões ajudam os jogadores a posicionarem-se nas conversas, podendo por conseguinte ser vistas como estratégias de interação ativas no discurso dos jogos. Mas embora a comunicação seja de importância primordial para alcançar os objetivos e para efeitos de interpretação nos MMORPG, há vários desafios que se colocam aos jogadores, como situações de elevado stress, falta de pistas paralinguísticas e obstáculos interculturais. Recorrendo a um inquérito online, a um corpus compilado pela própria e a teorias de pragmática, este artigo estuda as estratégias de interação utilizadas pelos jogadores de MMORPG.


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