Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
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This paper presents results of a psychological study on social behaviors of Chinese MMORPG players. Apart from basic demographic information, four types of social behavior were selected for the study: (1) respondents have told personal secrets to their MMORPG friends which they have never told their real-life friends; (2) respondents agreed that their MMORPG friends were better than their real-life friends; (3) respondents have physically dated someone they met in an MMORPG; (4) respondents considered themselves addicted to the MMORPG. The questionnaire used in this research was served to 500 subjects (347 effective) in Shanghai, China. It is found that a typical MMORPG avatar may be a high-school student, a computer or internet engineer in his 20's, a stay-at-home mom and dad. But unlike the classic research by Nick Yee, the differences between the gender comparison or the age comparison of the above four different types of MMORPG behaviors are not statistically significant.