A Q-study of game player aesthetics
Simulation and Gaming
The Emperor's Virtual Clothes: The Naked Truth about Internet Culture
The Emperor's Virtual Clothes: The Naked Truth about Internet Culture
Game Design Theory and Practice
Game Design Theory and Practice
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
Hacking World of Warcraft (ExtremeTech)
Hacking World of Warcraft (ExtremeTech)
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
My guild, my people: role of guilds in massively multiplayer online games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Computers in Human Behavior
Problematic Internet use: Perceptions of addiction counsellors
Computers & Education
Cognitive-bias toward gaming-related words and disinhibition in World of Warcraft gamers
Computers in Human Behavior
Enhancing one life rather than living two: Playing MMOs with offline friends
Computers in Human Behavior
Adaptive quests for dynamic world change in MMORPGs
Proceedings of the International Conference on the Foundations of Digital Games
Internet addiction in students: Prevalence and risk factors
Computers in Human Behavior
Hi-index | 0.00 |
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users' experience in MMORPGs. After that, we design a questionnaire to measure student' gaming experience and level of addiction. Students' demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18-25years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students' level of addiction. The implications of our findings for both design and educational practitioners were also discussed.