Sociaal contact in een MMORPG

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):  
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.


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.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Javier A Salazar

Within Massive Multiplayer Online Role Playing Games (MMORPG) studies, there are many papers dedicated to player typologies. This is especially true when it comes to themes that directly or indirectly touch the social identity of opposing groups of players: “roleplayers” vs. “PvPers”, “helpers vs. griefers”, “power gamers” vs. “casual gamers”, etc. Every time researchers label a group of players as, for example, "roleplayers" they are indeed assuming the existence of a social identity of this group. However, in MMORPG literature there are very few pages dedicated to theorizing about social identity. In this paper, I provide practical examples of how social identity in MMORPGS can be analyzed through the application of Salazar's (2006) social identity (re)production theoretical model. The basic unit of analysis is what in this paper will be called an Identity Liminal Event (ILE), or specific MMORPG events on which the constitutive elements of social identity can be observed. The examples to be studied in this paper are ILEs taken from the World of Warcraft and Star Wars Galaxies MMORPGs. To conclude, the paper offers several suggestions for implementing this theoretical model for further studying MMORPG events.


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.


Author(s):  
Ray Op'tLand

Since it’s introduction in November 2004, World of Warcraft (WoW) has exploded in popularity within the sphere of Massively-Multiplayer Online Role-Playing Games (MMOs), dominating the field with over 11.5 million monthly subscribers, an order of magnitude larger than its nearest competitor (Woodcock, 2008). It has become a pop-culture phenomenon, parodied in South Park, promoted by William Shatner, and fiercely defended by its proponents. However, much of the current analysis of the game itself has been on the activities and functions that occur within its virtual space (Ducheneaut, et. al., 2006). The exogenous processes by which WoW came to dominate in its sphere have been under-explored, and the effect their marketplace entry had on established groups within that sphere has been neglected. In this paper, I propose that similarities to what WoW has accomplished in the MMO market can be found in the rise of America Online (AOL) in the early 1990’s, and its effect on the existing service providers and systems of the nascent internet. Exemplifying this is the opening of UseNet to its users in 1993, the infamous “September That Never Ended.”


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.


Author(s):  
Helen Farley

Given the relatively high costs associated with designing and implementing learning designs in virtual worlds, a strategy for the re-use of designs becomes imperative. IMS LD has emerged as the standard for the description and expression of learning designs. This chapter explores some of the issues associated with using the IMS LD specification for learning designs in virtual worlds such as Second Life and multi-player online role playing games such as World of Warcraft. The main issues relate to the inadequate description of collaborative activities and the inability to alter the design ‘on-the-fly’ in response to learner inputs. Some possible solutions to these problems are considered.


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.


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