Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games

2011 ◽  
Vol 27 (6) ◽  
pp. 2372-2379 ◽  
Author(s):  
Seung-bae Park ◽  
Namho Chung
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.


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.


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.


2011 ◽  
Vol 39 (10) ◽  
pp. 1297-1302 ◽  
Author(s):  
Ya-Ping Chang ◽  
Dong-Hong Zhu ◽  
Ho Simon Wang

In this study we investigated how different dimensions of service quality might influence the loyalty of customers in the context of online games. By studying the gamers of massively multiplayer online role-playing games (MMORPGs), we tested our hypotheses using structural equation modeling techniques. We found that the service quality dimensions of privacy, effectiveness, and entertainment indirectly influence the loyalty of gamers through satisfaction, whereas interaction has a direct effect on their loyalty. These findings have implications for online game companies to improve customers' loyalty.


2020 ◽  
Vol 9 (s1) ◽  
Author(s):  
Luca Fiorillo ◽  
Marco Cicciù ◽  
Rosa De Stefano ◽  
Salvatore Bocchieri ◽  
Alan Scott Herford ◽  
...  

AbstractThe digital field certainly provides a lot of information in the medical field, it is possible, in a computerized way, also to simulate epidemics, and the spread of these. There have been events in the past, in some simulation games, which are currently being studied, as they could provide important clues for the resolution of epidemics such as the one from COVID-19. One of these events occurred due to a bug in 2005 in the role-playing online game World of Warcraft. Through these simulations it is possible to make prophylactic plans to intervene preventively or plan interventions throughout mathematical models.


2009 ◽  
pp. 120-147
Author(s):  
Neil Anthony Rusia ◽  
Rotacio Gravoso

Interviews with 23 massively multiplayer online role-playing games (MMORPGs) addicts revealed that they were addicted to the games because they lacked worthwhile activities, MMORPGs offer online game features and deep online experience, they were interested in technological trends and gained personal satisfaction from playing MMORPGs, and due to their exposure to the game through the mass media, peers and relatives. Respondents said that playing MMORPGs is advantageous because it recreational entertaining; enhances interaction and socialization among peers and new acquaintances; promotes knowledge and improves players’ computer skills; neutralizes mood and relieves stress; serves as an escape from problems; improves self-confidence and develops self-expression; enhances trading skills and provides business opportunities; improves English communication skills; provides bragging rights among gamers; and it provides deeper online experience. However, MMORPGs are disadvantageous because they negatively affect gamers’ health, academic performance and analytical skills, relationship with peers, friends and family; these games expose them to deceit, distrust, cheating and sham; leads to financial setback; and develops negative personality among players. Respondents said that they quit playing due to the monotony and software flaws of the MMORPGs and the games’ financial, time and health effects. Other reasons cited were their diversion of their attention to other activities and influence of people they consider significant to them. To quit playing, respondents re oriented their priorities, diverted their attention, sought guidance from significant others, and set themselves to quit the game. When they quit MMORPGs, they felt that they were able to improve management of their finances, became mature, and improved their academic performance, family and peer relationship, and health conditions.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


1970 ◽  
Vol 8 (1) ◽  
pp. 165-172
Author(s):  
Оксана Воронкевич

У   статті   актуалізовано   проблему   поширеності   шкільного   насильства   у   середовищі   учнів  початкових класів. Особлива увага звертається на необхідність діалогічної взаємодії учасників освітнього  процесу як необхідної умови попередження насилля у школі.  Опираючись на результати власного дослідницького пошуку, автор пропонує варіант програми  психологічної профілактики шкільного насильства вчителів стосовно учнів. Дана програма спрямована на  формування  у  педагогів  навичок  глибинного  самопізнання  й  пізнання  дітей,  апробування  нових  форм  поведінки та базується на ідеї діалогізації педагогічної взаємодії, оскільки важливо налагодити суб’єкт- суб’єктну взаємодію учня та вчителя й не використовувати монологічну модель спілкування. Наголошено,  що педагоги повинні стимулювати будь-які прояви суб’єктної активності дітей, що сприяють виробленню  у них адекватної оцінки себе та свого оточення, розвитку здатності до самовизначення. Відзначено, що  для   діалогічного   освітнього   середовища   характерними   є   такі   властивості,   як   різноманітність,  динамічність, напруженість, достатність, кожна з яких сприяє високій ефективності освітньої взаємодії,  здійснює істотний вплив на розвиток особистості. Під час занять використано різні тренінгові методи:  рольові ігри, міні-лекції, мозковий штурм, обговорення в загальному колі тощо. Разом із тим поширено  інформацію з актуальних для педагогів питань спілкування з дитиною без агресії, злості та конфлікту.  Представлено  результати  успішної  апробації  програми  психологічної  профілактики  шкільного  насильства  з  боку  вчителів,  що проявилися в розумінні важливості толерантного ставлення до учнів,  набутті практичних умінь відчувати психологічний стан іншої людини та адекватно реагувати на нього,  виявляти доброзичливість, прихильність до школярів та надавати їм необхідну допомогу.  The article actualizes the problem of the prevalence of school violence among elementary school pupils.  Special attention is drawn to the need for dialogical interaction of participants in the educational process as a  necessary condition for preventing violence in school.  Relying on the results of his own research, the author suggests a variant of school violence psychological  prevention program of teachers in relation to pupils. This program is aimed at educating the students the skills of  deep self-cognition and cognition of children, testing new forms of behavior and is based on the idea of pedagogical  interaction dialogization, since it is important to establish subject-subject interaction between the pupil and the  teacher and not use the monologue model of communication. It is highlighted that teachers should stimulate any  manifestation of children's subject activity, which helps to develop an adequate assessment of themselves and their  environment, development of self-determination ability. It is noted that a dialogical educational environment is  characterized by such attributes as diversity, dynamism, intensity, sufficiency, each of them contributes to the high  effectiveness of educational interaction, have a significant impact on the development of personality. During the  classes various training methods were used: role-playing games, mini-lectures, brainstorming, discussions in the  general circle, etc. At the same time, information on relevant for teachers issues about communicating with a child  without aggression, anger and conflict is propagated.  Was presented results of successful approbation of the school violence psychological prevention program  from teacher’s part, manifested in the understanding importance of the tolerant attitude towards pupils, acquiring  practical skills of feeling the another’s person psychological state and react adequately to it, showing benevolence,  adherence to schoolchildren and providing them the necessary assistance. 


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