Lifestyles of Virtual World Residents, Living in the on-line game, "Lineage"

  • Authors:
  • Leo Sang-Min Whang;Geun-Young Chang

  • Affiliations:
  • -;-

  • Venue:
  • CW '03 Proceedings of the 2003 International Conference on Cyberworlds
  • Year:
  • 2003

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Abstract

This study attempted to explore different lifestyles ofgame players who have adopted the virtual world as partof their life in the online game world. An online surveywas conducted to the players of one of famous Internetbased games called 'Lineage'. 'Lineage' has become thebiggest online game in the world accommodating over 6million users worldwide, where people create his or hernew identities and play various roles. 4,786 game playershave participated in the survey, and their lifestyles wereidentified with their values and attitudes in the virtualworld. Upon classification of their lifestyles, thebehavioral tendencies and characteristic desires werecompared by the lifestyles in virtual world. The studyshowed that game players have developed their owndistinctive lifestyles, and the lifestyles were strongcriterion on explaining the behavior patterns and theirdifferent desire to achieve in the world among them. Thelifestyles were classified into three general categories;Single-Oriented Player, Community-Oriented Player, Off-realWorld Gamer. Each group displayed distinctdifferences in their values and game activities, as well asanti-social behavior tendencies. The differences werereflecting not only their personality but also their socio-economicstatus within the virtual world that isconstructed through the game activities. This study hopesto serve as a model to understand how players fromdifferent real life backgrounds will behave to the variousgame features and how they adopt the virtual world fortheir new social identities.