A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships

This source preferred by Jacqui Taylor

Authors: Taylor, J. and Taylor, J.

Editors: Ozok, A.A.

http://link.springer.com/chapter/10.1007/978-3-642-02774-1_66

Start date: 19 July 2009

Journal: Springer Lecture Notes in Computer Science (LNCS)

Volume: 5621

Pages: 613-621

Publisher: Springer Verlag

Place of Publication: Berlin Heidelberg

ISBN: 978-3-642-02773-4

DOI: 10.1007/978-3-642-02774-1_66

This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships. Twenty-one participants completed an online synchronous interview in which they discussed their personal experiences of playing MMORPGs. An online survey was then developed to further explore the findings of the interviews and completed by 52 participants. A content-analysis of the interview transcripts showed that interpersonal factors (such as social communication and group cohesion) were the strongest motivators for game-playing, supporting previous research [1]. The interview data also showed that there tended to be conflict, rather than integration, between online and offline relationships, however the questionnaire data showed the opposite. This was a small-scale pilot study and a further larger study is planned which will investigate whether Social Identity Theory can be used to explain players’ perceptions of group and personal identity.

This data was imported from DBLP:

Authors: Taylor, J. and Taylor, J.

Editors: Ozok, A.A. and Zaphiris, P.

http://dx.doi.org/10.1007/978-3-642-02774-1

Journal: HCI (12)

Volume: 5621

Pages: 613-621

Publisher: Springer

ISBN: 978-3-642-02773-4

DOI: 10.1007/978-3-642-02774-1_66

This data was imported from Scopus:

Authors: Taylor, J. and Taylor, J.

Journal: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume: 5621 LNCS

Pages: 613-621

eISSN: 1611-3349

ISSN: 0302-9743

DOI: 10.1007/978-3-642-02774-1_66

This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships. Twenty-one participants completed an online synchronous interview in which they discussed their personal experiences of playing MMORPGs. An online survey was then developed to further explore the findings of the interviews and this was completed by 52 participants. A content-analysis of the interview transcripts showed that interpersonal factors (such as social communication and group cohesion) were the strongest motivators for game-playing, supporting previous research [1]. The interview data also showed that there tended to be conflict, rather than integration, between online and offline relationships, however the questionnaire data showed the opposite. This was a small-scale pilot study and a further larger study is planned which will investigate whether Social Identity Theory can be used to explain players' perceptions of group and personal identity. © 2009 Springer Berlin Heidelberg.

This data was imported from Web of Science (Lite):

Authors: Taylori, J. and Taylor, J.

Journal: ONLINE COMMUNITIES AND SOCIAL COMPUTING, PROCEEDINGS

Volume: 5621

Pages: 613-621

ISBN: 978-3-642-02773-4

ISSN: 0302-9743

The data on this page was last updated at 04:42 on November 20, 2017.