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Leigh Achterbosch, Robyn Pierce, Gregory Simmons,

Massively multiplayer online role-playing games (MMORPGs) are emerging in the computer game industry as a very popular genre. These games have existed since the late 1990s, but in ... players in a virtual environment. Game developers see MMORPGs as a potentially profitable business due to its ... reality is that only a small percentage of MMORPGs that are released become a success [Kosak 2006]. ... determine the many aspects that make a successful MMORPG; it also attempts to ascertain what new and ... by the users from the next generation of MMORPGs. This is achieved by looking at and discussing ...

Tópico(s): Artificial Intelligence in Games

2008 - Association for Computing Machinery | Computers in entertainment

Artigo Revisado por pares

Đinh Thái Sơn, Junko Yasuoka, Krishna C. Poudel, Keiko Otsuka, Masamine Jimba,

Aims: To explore the association between MMORPG addiction and mental health status, and between self-control ability and mental health status among young male MMORPG players in Hanoi, Vietnam. Methods: In this cross- ... communes in Hanoi. From these game rooms, 350 MMORPG players were purposively recruited as a study group, ... 20 were used to measure the degree of MMORPG addiction, self-control ability and level of mental disorders. Results: MMORPG players had significantly higher mental disorders scale scores ...

Tópico(s): Mental Health Research Topics

2012 - SAGE Publishing | International Journal of Social Psychiatry

Artigo Revisado por pares

Vishag Badrinarayanan, Jeremy J. Sierra, Harry A. Taute,

... created around massively multiplayer online role playing games (MMORPGs). Within these communities, players who share interest in MMORPGs convene, interact, and collaborate with fellow players and ... nurture the organization. Specifically, this research suggests that MMORPG communities transcend more facile forms of online or ... Here, the challenge and telepresence innate in playing MMORPGs, cognitive and affective involvement associated with MMORPGs, and commitment to MMORPGs are modeled as antecedents ...

Tópico(s): Impact of Technology on Adolescents

2014 - Wiley | Psychology and Marketing

Artigo Revisado por pares

Sang Jin Kim, Kyung Hoon Kim, Pekka Mattila,

... satisfaction in Massive Multiplayer Online Role Playing Games(MMORPG) in order to examine the influence of the ... people now spend several hours per week on MMORPGs, which have several features that attract a large number of users. First, the world of MMORPGs is open and user-oriented. Many game users ... space and play games in their own way. MMORPGs also have continuous updates, which allow for the ... and provides new content to game users. Many MMORPGs are released each year, and each has its ... use to express their own personalities within the MMORPG environment. Stories and storytelling are the most efficient ...

Tópico(s): Technology Adoption and User Behaviour

2012 - Taylor & Francis | Journal of Global Fashion Marketing

Artigo Revisado por pares

Łukasz D. Kaczmarek, Dariusz Drążkowski,

Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well- ... this topic by testing an integrative model of MMORPG escapism, which includes game realism beliefs, gaming time, ... support, and online social support for offline problems. MMORPG players (N=1,056) completed measures of escapist ... game realism beliefs and spent more time playing MMORPGs, which, in turn, increased online support but decreased ...

Tópico(s): Child Development and Digital Technology

2014 - Mary Ann Liebert, Inc. | Cyberpsychology Behavior and Social Networking

Revisão Acesso aberto Revisado por pares

Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yuee Chen, Xiaochu Zhang,

Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs' appearance in this digital age.MMORPGs can be applied to enhancing language learning, which ... from different fields and many studies have validated MMORPGs' positive effect on language learning.However, there are ... This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing ... and game narratives or instructions embedded in the MMORPGs.Mechanisms underlying the educational assistant role of MMORPGs ...

Tópico(s): Digital Games and Media

2017 - Frontiers Media | Frontiers in Human Neuroscience

Artigo Acesso aberto Revisado por pares

Zach W. Y. Lee, Christy M.K. Cheung, Tommy K. H. Chan,

Abstract Massively multiplayer online role‐playing game (MMORPG) addiction presents a serious issue worldwide and has attracted increasing attention from academic and other public communities. This article addresses this critical issue ... by proposing and testing a research model of MMORPG addiction. Building on the conceptual foundation of the ... perspective, we develop a research model explaining how MMORPG affordances (ie, achievement, social and immersion affordances) are ... perceived negative mood reduction) and the extent of MMORPG addiction. Using structural equation modelling, we empirically test ...

Tópico(s): Technology Adoption and User Behaviour

2020 - Wiley | Information Systems Journal

Artigo Revisado por pares

Kuan-Ta Chen, Chun‐Ying Huang, Chin‐Laung Lei,

... Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become ... a 1356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces. We find that MMORPG and FPS (First-Person Shooting) games are similar ... low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to ... temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common ...

Tópico(s): Caching and Content Delivery

2005 - Elsevier BV | Computer Networks

Artigo Revisado por pares

Chun‐Chia Lee, Shang Hwa Hsu, Jen‐Wei Chang,

... to be important to the success of educational MMORPGs. The purpose of this study was to access ... the authors garnered from the literature on educational MMORPGs. Design/methodology/approach The authors used fuzzy‐AHP ... factors they garnered from the literature on educational MMORPGs. To do this, a questionnaire using a pair‐ ... identified various factors that facilitate sociability in educational MMORPGs, the relative importance of these factors has not ... can not only be used to help educational MMORPG developers focus on the most important sociability factors ...

Tópico(s): Technology Adoption and User Behaviour

2013 - Emerald Publishing Limited | Internet Research

Artigo Revisado por pares

Chwen-Yea Lin, Wei-Hsi Hung, Kwoting Fang, Chien-Chung Tu,

... from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players. Design/methodology/approach – The research employed two ... to ensure all participants were genuinely highly engaged MMORPGs players in data collection process. There are 12 ... achievement values. Findings – The result focussing on popular MMORPGs reveal that highly engaged players derived six achievement values from playing MMORPGs, including fantasy satisfaction, adventure, victory, socialization ability, self- ...

Tópico(s): Impact of Technology on Adolescents

2015 - Emerald Publishing Limited | Internet Research

Artigo Revisado por pares

Jeremy J. Sierra, Vishag Badrinarayanan, Harry A. Taute,

... billion, the massively multiplayer online role playing game (MMORPG) community is considered a burgeoning cultural and economic consumer segment. Yet, quantitative examination of MMORPG community members' consumptive processes is sparse. To help ... model of attachment, tribalism, and self-esteem on MMORPG-related behavioral outcomes. Using a sample 970 MMORPG players, support is offered for the posited model, indicating among others, that brand attachment antecedes MMORPG brand tribalism, which in turn, augments player self- ...

Tópico(s): Consumer Behavior in Brand Consumption and Identification

2016 - Elsevier BV | Computers in Human Behavior

Artigo Revisado por pares

Adriano Schimmenti, Alexandre Infanti, Déborah Badoud, Julien Laloyaux, Joël Billieux,

... use of massively multiplayer online role-playing games (MMORPGs) has been documented. However, the role of schizotypal personality traits in MMORPG use is understudied. The aim of this study ... potential links between schizotypal traits, motivations for playing MMORPGs, and symptoms of problematic MMORPG use. Eighty-three MMORPG gamers were enrolled in the study. They filled ... assessing motivations for gaming and disordered use of MMORPGs. Results of the study showed that the disorganized ... achievement and immersion motives, predicted problematic use of MMORPGs. The findings of this study may suggest that ...

Tópico(s): Gambling Behavior and Treatments

2017 - Elsevier BV | Computers in Human Behavior

Artigo Revisado por pares

Tyler Pace, Aaron Houssian, Victoria McArthur,

... choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor ... critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the ... concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy literature ... to this, only a handful of the popular MMORPGs are analyzed within the body of this work. Practical implications This paper demonstrates that MMORPG players and designers need to be more aware ...

Tópico(s): Sexuality, Behavior, and Technology

2009 - Emerald Publishing Limited | Journal of Information Communication and Ethics in Society

Artigo Acesso aberto Revisado por pares

Javier A Salazar,

Within Massive Multiplayer Online Role Playing Games (MMORPG) studies, there are many papers dedicated to player typologies. This is especially true when it comes to themes that directly or indirectly touch ... a social identity of this group. However, in MMORPG literature there are very few pages dedicated to ... provide practical examples of how social identity in MMORPGS can be analyzed through the application of Salazar' ... called an Identity Liminal Event (ILE), or specific MMORPG events on which the constitutive elements of social ...

Tópico(s): Impact of Technology on Adolescents

2009 - | Journal of Virtual Worlds Research

Artigo Revisado por pares

Ying-Fu Lo, Ming-Hui Wen,

The Massively Multiplayer Online Role-Playing Game (MMORPG) industry is growing rapidly. It is very important to understand how to design a successful MMORPG that can satisfy its customers. A MMORPG is composed of many design components; therefore, the ... technique and constructed a hierarchical system structure for MMORPG design, which includes two systems, nine design components ... design criteria. Two hundred and twenty-one Taiwanese MMORPG players participated in this online survey. Our results ... contributed to 66% of users' sense of important MMORPG design features. The study also recommended the top ...

Tópico(s): Digital Marketing and Social Media

2010 - Elsevier BV | Expert Systems with Applications

Artigo Revisado por pares

Zaheer Hussain, Mark D. Griffiths, Thom Baguley,

Massively multiplayer online role-playing games (MMORPGs) have gained increased popularity over the last decade. Despite the many positives of gaming, alleged problems relating to MMORPG playing have emerged, more specifically in relation to addiction to MMORPGs among a small minority of players. This study set out to establish the prevalence of MMORPG addiction using validated addiction criteria. Factors relating to ... examined to establish whether they were linked to MMORPG addiction. A self-selected sample of 1420 gamers ...

Tópico(s): Child Development and Digital Technology

2011 - Taylor & Francis | Addiction Research & Theory

Artigo Acesso aberto Revisado por pares

Sophia Achab, Magali Nicolier, Frédéric Mauny, Julie Monnin, Benoît Trojak, Pierre Vandel, D. Sechter, Philip Gorwood, Émmanuel Haffen,

Abstract Background Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, ... focused on screening gamers at potential risk of MMORPG addiction. Methods In this exploratory study, we focused ... characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and ... instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the ... DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale ( ...

Tópico(s): Social Media and Politics

2011 - BioMed Central | BMC Psychiatry

Artigo Revisado por pares

Vishag Badrinarayanan, Jeremy J. Sierra, Kinnon M. Martin,

... game industry, massively multiplayer online role playing games (MMORPGs) have demonstrated unprecedented growth in recent years by ... sufficient attention toward understanding consumption behaviors exhibited by MMORPG players. Drawing from research on MMORPGs, social identity theory, and online communities, this study ... consumption-related outcomes of players' (1) identification with MMORPGs and (2) identification with the MMORPG community. Analysis of data collected from 970 MMORPG players indicates that online games are socially driven ...

Tópico(s): Impact of Technology on Adolescents

2014 - Elsevier BV | Journal of Business Research

Artigo Acesso aberto Revisado por pares

David Berle, Vladan Starčević, Guy Porter, Pauline Fenech,

Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when ... intensively. This study sought to compare players of MMORPGs with players of other types of video game ... players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of ...

Tópico(s): Child Development and Digital Technology

2014 - Wiley | Australian Journal of Psychology

Artigo Acesso aberto

Shu‐Hsun Ho, Yu-Ling Lin, Ruei-Hau Lee,

... characteristics of massive multiplayer online role-playing games (MMORPGs), few studies have applied MMORPGs to provide psychological and behavioral help. The purpose ... is to explore the online help application of MMORPGs and ascertain their effectiveness in providing online help. ... anxiety and improvement of social relationships. Before playing MMORPGs, the results indicated that performance anxiety, intimacy anxiety, ... anxiety and improved social relationships after moderately playing MMORPGs. This study supports the implication that MMORPGs provide ...

Tópico(s): Child Development and Digital Technology

2015 - Canadian Center of Science and Education | International Journal of Marketing Studies

Artigo Revisado por pares

Theodoros Sourmelis, Andri Ioannou, Panayiotis Zaphiris,

... educational affordances of Multiplayer Online Role Playing Games (MMORPGs). Using the KSAVE (Knowledge, Skills, Attitudes, Values, Ethics) ... presents the current state of the art in MMORPGs empirical research from 2010 to 2016, considering the ... the level of maturity of the body of MMORPGs research and to identify lacks of knowledge, with ... revealed a strong body of evidence suggesting that MMORPGs are spaces in which a variety of 21st Century Skills can be fostered. Yet, most MMORPGs research focuses on the investigation of the communication ...

Tópico(s): Impact of Technology on Adolescents

2016 - Elsevier BV | Computers in Human Behavior

Artigo Revisado por pares

Muhterem Dindar,

... for playing Massively Multiplayer Online Role-Playing Games (MMORPG). However, no unified view as to whether people play MMORPGs for extrinsic or intrinsic rewards has been proposed ... the gamer loyalty and gaming behaviors of Turkish MMORPG players. A path model was proposed to articulate ... motivation). Furthermore, the game levels reached while playing MMORPGs were affected both by status seeking (extrinsic motivation) ... motivation spent more of their daily time on MMORPGs, and players who reported higher levels of autotelic ...

Tópico(s): Educational Games and Gamification

2018 - Elsevier BV | Telematics and Informatics

Artigo Acesso aberto Revisado por pares

Seungjong Sun, Dongyan Nan, ShaoPeng Che, Jang Hyun Kim,

... rapidly spread, massively multiplayer online role-playing game (MMORPG), one of the Metaverse games, received public's attention again. Additionally, MMORPGs have garnered significant academic interest in multidisciplinary fields, ... a general overview of the knowledge structures on MMORPGs in various academic fields using a bibliometric approach. To this end, we collected articles on MMORPGs published between 2001 and 2021 from the Web ... Then, main research forces in the field of MMORPGs are identified by examining productive authors, institutions, and ...

Tópico(s): Sexuality, Behavior, and Technology

2022 - De Gruyter | Data and Information Management

Artigo Acesso aberto Revisado por pares

Stefano De Paoli, Aphra Kerr,

Massive Multiplayer Online Role-Playing Games (MMORPGs) are a sub-sector of virtual worlds that share with other worlds the characteristics of both complex technological systems and complex societies. The success of several MMORPGs makes them a vibrant area for research from ... is mainly concerned with thepractice of cheating in MMORPGs and its consequences. In this paper we explore the economic dimensions of cheating in MMORPGs as they relate to the business activities of ... How do cheating practices shape economic interactions around MMORPGs?" We characterize the economy of cheating (as it ...

Tópico(s): Gambling Behavior and Treatments

1970 - | Journal of Virtual Worlds Research

Artigo Revisado por pares

Shang Hwa Hsu, Ming-Hui Wen, Muh-Cherng Wu,

... overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among ... Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can ... The purpose of this study is to understand MMORPG addiction from a user experience design approach. We ... and role-playing) to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure ... and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible ...

Tópico(s): Child Development and Digital Technology

2009 - Elsevier BV | Computers & Education

Artigo Acesso aberto

Helena Cole, Mark D. Griffiths,

... research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study ... interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments ... in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages ... of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and ...

Tópico(s): Social Media and Politics

2007 - Mary Ann Liebert, Inc. | CyberPsychology & Behavior

Artigo Revisado por pares

Zhi‐Jin Zhong,

This study examines the impact of collective MMORPG play on gamers’ social capital in both the virtual world and the real world. Collective MMORPG play is conceptualized as the frequency of joint ... actions and gamers’ assessment of the experience in MMORPG guilds and groups. Social capital at the individual ... was conducted to collect data from 232 Chinese MMORPG players. Two structural equation models were developed to ... online games and highlights the social experience in MMORPG play and how it influences gamers’ social networks ...

Tópico(s): Digital Games and Media

2011 - Elsevier BV | Computers in Human Behavior

Artigo Revisado por pares

Francesca Zanetta Dauriat, Ariane Zermatten, Joël Billieux, Gabriel Thorens, Guido Bondolfi, Daniele Zullino, Yasser Khazaal,

... have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. <i> ... to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. < ... and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and ... also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted ...

Tópico(s): Child Development and Digital Technology

2011 - Karger Publishers | European Addiction Research

Artigo Revisado por pares

Huei‐Tse Hou,

Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers' behavioral patterns during such games. The ... patterns of 100 gamers participating in an educational MMORPG called Talking Island©. In our study, we recorded ... frequency transition and behavior-cluster patterns in the MMORPG. Gender differences in behavioral patterns were also compared ... future research on and the development of educational MMORPGs.

Tópico(s): Impact of Technology on Adolescents

2011 - Elsevier BV | Computers & Education

Artigo Revisado por pares

Seung‐Bae Park, Namho Chung,

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 ... online communities did not pay enough attention to MMORPGs, in which users can express themselves by interacting ... games and game avatars. Understanding the characteristics of MMORPGs as online game communities where users communicate and ...

Tópico(s): Technology Adoption and User Behaviour

2011 - Elsevier BV | Computers in Human Behavior