The first noble truth of CyberSpace: people are people (even when they MOO)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Social interactions in multiscale CVEs
Proceedings of the 4th international conference on Collaborative virtual environments
Better than Being There: Next Millennium Networks
IEEE Computer Graphics and Applications
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Presence: Teleoperators and Virtual Environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Personal space in virtual reality
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Understanding social interaction in world of warcraft
Proceedings of the international conference on Advances in computer entertainment technology
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Virtual context based services for support of interaction in virtual worlds
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Pervasive games in ludic society
Future Play '07 Proceedings of the 2007 conference on Future Play
Video game habits: a reasoned action approach
Future Play '07 Proceedings of the 2007 conference on Future Play
My guild, my people: role of guilds in massively multiplayer online games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
RA-model: a taxonomy model of player activities in mobile MMORPGs
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
Computers in Human Behavior
Me, myself and I: The role of interactional context on self-presentation through avatars
Computers in Human Behavior
Problems with computer gaming may contribute to retention troubles for CS students
Journal of Computing Sciences in Colleges
Online gaming: a scoping study of massively multi-player online role playing games
Electronic Commerce Research
Gender-inclusive quest design in massively multiplayer online role-playing games
Proceedings of the 4th International Conference on Foundations of Digital Games
Virtual worlds - past, present, and future: New directions in social computing
Decision Support Systems
And the ringleaders were banned: an examination of protest in virtual worlds
Proceedings of the fourth international conference on Communities and technologies
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3
Learning and research in the web 2 era: opportunities for research
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3
Problematic Internet use and psychosocial well-being among MMO players
Computers in Human Behavior
Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Is a friend a friend?: investigating the structure of friendship networks in virtual worlds
CHI '10 Extended Abstracts on Human Factors in Computing Systems
An architecture supporting large scale MMOGs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
User evaluation of virtual reporting agents
Proceedings of the Intelligent Narrative Technologies III Workshop
To persevere is to save the world: exploring expertise in gaming
Proceedings of the 3rd International Conference on Fun and Games
Player identification in online games: validation of a scale for measuring identification in MMORPGs
Proceedings of the 3rd International Conference on Fun and Games
PADS: enhancing gaming experience using profile-based adaptive difficulty system
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Woodment: web-based collaborative multiplayer serious game
Transactions on edutainment IV
Psychological perspectives on social behaviors of Chinese MMORPG players
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
An influence diagram approach for multiagent time-critical dynamic decision modeling
PRICAI'10 Proceedings of the 11th Pacific Rim international conference on Trends in artificial intelligence
CAMEO: continuous analytics for massively multiplayer online games on cloud resources
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
What I won't do in pixels: Examining the limits of taboo violation in MMORPGs
Computers in Human Behavior
Even in virtual environments women shop and men build: A social role perspective on Second Life
Computers in Human Behavior
Computers in Human Behavior
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Exploring aesthetical gameplay design patterns: camaraderie in four games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Segmenting online gamers by motivation
Expert Systems with Applications: An International Journal
Enhancing one life rather than living two: Playing MMOs with offline friends
Computers in Human Behavior
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Do men heal more when in drag?: conflicting identity cues between user and avatar
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creating customized game experiences by leveraging human creative effort: a planning approach
Agents for games and simulations II
The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming
Computers in Human Behavior
Modeling play: re-casting expertise in MMOGs
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
Modeling play: re-casting expertise in MMOGs
ACM SIGGRAPH 2011 Game Papers
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Personal Identity, Agency and the Multiplicity Thesis
Minds and Machines
My avatar and me - Gender and personality predictors of avatar-self discrepancy
Computers in Human Behavior
Come meet me at Ulduar: progression raiding in world of warcraft
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Defining the virtual self: Personality, behavior, and the psychology of embodiment
Computers in Human Behavior
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
The reality of friendship within immersive virtual worlds
Ethics and Information Technology
Controlling your game controls: interface and customization
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Computers in Human Behavior
An optimized player taxonomy model for mobile MMORPGs with millions of users
Advances in Human-Computer Interaction
Immersion in computer games: the role of spatial presence and flow
International Journal of Computer Games Technology
10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers
Proceedings of the International Conference on the Foundations of Digital Games
Neither playing nor gaming: pottering in games
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
A survey of players' opinions on interface customization in world of warcraft
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
A sense of self: The role of presence in virtual environments
Computers in Human Behavior
A large-scale, longitudinal study of user profiles in world of warcraft
Proceedings of the 22nd international conference on World Wide Web companion
International Journal of Mobile and Blended Learning
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Problematizing excessive online gaming and its psychological predictors
Computers in Human Behavior
Dispelling the myth of the socio-emotionally dissatisfied gamer
Computers in Human Behavior
The interplay between immersion and appeal in video games
Computers in Human Behavior
Team knowledge with motivation in a successful MMORPG game team: A case study
Computers & Education
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Online survey data were collected from 30,000 users of Massively Multi-User On-line Role-Playing Games (MMORPGs) over a three year period to explore users' demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11-68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = -.04). An exploratory factor analysis revealed a five factor model of user motivations-- Achievement, Relationship, Immersion, Escapism, and Manipulation--illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.