Improving the quality of online presence through interactivity
Information and Management
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
An Online Community as a New Tribalism: The World of Warcraft
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
International Journal of Information Management: The Journal for Information Professionals
Antecedents of the Closeness of Human-Avatar Relationships in a Virtual World
Journal of Database Management
ACIIDS'12 Proceedings of the 4th Asian conference on Intelligent Information and Database Systems - Volume Part II
Computers in Human Behavior
Second-Order Constructs in Structural Equations: Perceived Value and Trust
International Journal of Online Marketing
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Massive Multiplayer Online Role-Playing Games (MMORPGs), which allow simultaneous participation of several gamers, have attracted a great deal of attention recently. Since MMORPGs can be categorized as a type of online community, the behavior of MMORPGs users needs to be considered as the general behavior in online communities. However, previous studies of online communities did not pay enough attention to MMORPGs, in which users can express themselves by interacting actively through games and game avatars. Understanding the characteristics of MMORPGs as online game communities where users communicate and interact will allow games to be vitalized and users to be immersed in games in a more positive way. Hence, using self-presentation theory and social identity theory, this study examined the factors influencing self-presentation desire and the mediating role of self-presentation desire examined in terms of trust of and commitments to online game communities. The results showed that the interactivity in the spaces of MMORPGs had the biggest impacts on self-presentation desire; personal innovativeness and game design quality also was influential. The results also indicated that self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers.