Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
Détails
Demande d'une copie Sous embargo indéterminé.
Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
ID Serval
serval:BIB_B26171A7C74B
Type
Article: article d'un périodique ou d'un magazine.
Collection
Publications
Institution
Titre
Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
Périodique
Computers in Human Behavior
ISSN
0747-5632
Statut éditorial
Publié
Date de publication
01/2013
Peer-reviewed
Oui
Volume
29
Numéro
1
Pages
103-109
Langue
anglais
Résumé
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an
avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play
MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study
investigates in detail the relationships between self-reported motives and actual in-game behaviours.
We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have
their avatar monitored for 8 months. Participants completed an initial online survey about their motives
to play. Their actual in-game behaviours were measured through the game’s official database (the Armory
website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal
analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors
of fast progression in the game. In addition, although specific associations exist between
problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that
high involvement in the game is not necessarily associated with a negative impact upon daily living.
avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play
MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study
investigates in detail the relationships between self-reported motives and actual in-game behaviours.
We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have
their avatar monitored for 8 months. Participants completed an initial online survey about their motives
to play. Their actual in-game behaviours were measured through the game’s official database (the Armory
website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal
analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors
of fast progression in the game. In addition, although specific associations exist between
problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that
high involvement in the game is not necessarily associated with a negative impact upon daily living.
Mots-clé
MMORPG, Motives, Video Games, Cyberpsychology
Web of science
Création de la notice
10/01/2020 9:31
Dernière modification de la notice
28/03/2022 5:39