Effects of Mmorpg on Students

Topics: Addiction, Video game, Massively multiplayer online game Pages: 78 (26185 words) Published: December 12, 2010
ADDICTION AND THE STRUCTURAL CHARACTERISTICS OF MASSIVELY MULTIPLAYER ONLINE GAMES.

A THESIS SUBMITTED TO THE GRADUATE DIVISION OF THE UNIVERSITY OF HAWAI‘I IN PARTIAL FULFILLMENT OF THE REQUIREMENTS OF THE DEGREE OF MASTER OF ARTS IN COMMUNICATION

AUGUST 2006

By Neils L. Clark

Thesis Committee: Ruth Duran Huard, Chairperson Dan Wedemeyer Jonathan Lillie Pete Britos

Aknowledgements Harry Partika and Meryl Martin, without whom there would be no data, and Aaron Delwiche, without whom there would be no aspiration.

ii

Abstract This work begins by providing a comprehensive review of videogame-related literature in fields as diverse as communications, psychology, sociology, and neuroscience; this reading suggested that behaviors noted as detrimental in psychology and neuroscience were being observed in studies of Massively Multiplayer Online (MMO) gamers. The current research provides data which suggests that a player’s perceived use of varied structural characteristics within a game is related to differing addiction and engagement levels. In particular, the constructs of negative valence, side activities, and interaction with real life friends within MMO games had distinct relationships with each addiction and engagement levels. When structural characteristics were controlled for, PvP advancement and guild preference appeared to be significant predictors of addiction or engagement. While the primary aim was to offer preliminary data comparing structural characteristics and addiction, this work also discusses the benefits and limitations of sampling respondents within MMO game worlds.

iii

Table of Contents Aknowledgements...................................................................................................................... ii Abstract .................................................................................................................................... iii List of Tables............................................................................................................................ vi List of Figures ......................................................................................................................... vii Preface ................................................................................................................................... viii Chapter 1: Relevant Literature................................................................................................. 1 Addiction Literature.............................................................................................................. 3 Brown’s Hedonic Management Model of Addiction........................................................ 4 Neuroscience..................................................................................................................... 5 Internet Addiction ............................................................................................................. 6 Engagement and Addiction............................................................................................... 7 Brown and Charlton.......................................................................................................... 8 Engagement and Addiction in MMO Play........................................................................ 8 Player Populations and Structural Characteristics of MMO games...................................... 8 Structural Characteristics as a Theoretical Concept ....................................................... 10 Yee’s MMO Motivations................................................................................................ 11 Comparing the Social Networks within MMOs with those of the Mafia ....................... 13 Project Massive and Guild Communication ................................................................... 15 Social and “Uber Raiding”...

References: Adams, E. (2002). Stop calling games “addictive!” http://www.gamasutra.com/features/20020727/adams_01.htm. American Psychological Association. (1994). Diagnostic and Statistical Manual of Mental Disorders - Fourth Edition. American Psychiatric Association, Washington D.C. Babbie, E. (2004). The Practice of Social Research. Wadsworth, Belmont, CA. Brown, R.I.F. (1991). Gambling, Gaming, and Other Addictive Play. In Kerr, J. K. & Apter, M. (1991). Adult Play: A Reversal Theory Approach. Swets & Zeitlinger, Amsterdam. Brown, R.I.F., Coventry, K. (1993). Sensation seeking, gambling, and gambling addictions. Addiction, 88, 541-554. Brown, I., A. (1997). Theoretical Moder of Behavioral Addictions – Applied to Offending. In Hodge, J. E., McMurran, M. & Hollin, C. R. (1997). Addicted to Crime? John Wiley & Sons Ltd., New York, NY. Bunch, C. (2005). Personal Interview, regarding Blizzard’s World of Warcraft. Castranova, E. (2003). On Virtual Economies. Game Studies, 3, n 2. http://gamestudies.org/0302/castronova/ Castranova, E. (2006). On the Research Value of Large Games: Natural Experiments in Norrath and Camelot. Games and Culture, 1, n 2, 163-186. Charlton, J.P. (2002). A factor-analytic investigation of computer ‘addiction’ and engagement. British Journal of Psychology, 93, 329-344.
106
Charlton, J.P., & Danforth, I.D.W. (2004). Differentiating computer-related addictions and high engagement. In K. Morgan, C.A. Brebbia, J. Sanchez, & A. Voiskounsky, Human Perspectives in the Internet Society: Culture, Psychology and Gender. Ashurst: WIT Press. Chee, F. & Smith, R. (2003). Is Electronic Community and Addictive Substance? Unpublished Honors Thesis of Simon Fraser University School of Communications. Chiu, S., Lee, J. & Huang, D. (2004). Video Game Addiction in Children and Teenagers in Taiwan. CyberPsychology & Behavior, 7, n 5. Clark, N. (2006). Are Games Addictive? The State of the Science. http://www.gamasutra.com/features/20060228/clark_01.shtml. Delwiche, A. (2003). MMORPG’s in the College Classroom. Proceedings from The State of Play: Law, Games, and Virtual Worlds. New York Law School. Delwiche, A. (2005). Games for the Web: Online Syllabus. http://www.trinity.edu/adelwich/mmo/faq.html Depue, R. & Collins, P. (1999). Neurobiology of the structure of personality: Dopamine, facilitation of incentive motivation, and extraversion. Behavioral and Brain Sciences, vol. 22, p. 491-569. Ducheneaut, N. and Moore, R.J. (2004). Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game. Proceedings of the 2004 ACM conference on Computer Supported Cooperative Work, November 2004. Griffiths, M.D. & Dancaster, I. (1995). The effect of Type A personality on psychological arousal while playing computer games. Addictive Behaviors 20, 543-548. Griffiths, M.D. and Hunt, N. (1998). Computer game “addiction” in adolescence? Psychological Reports, 82, 475-480. 107
Griffiths, M.D. (1999). Internet addiction: fact or fiction? Psychologist, 12, 246-250. Griffiths, M.D., Davies, M.N.O. & Chappell, D. (2003). Breaking the Stereotype: The Case of Online Gaming. CyberPsychology & Behavior, 6, n 1. Hejdenberg, A. (2005). The Psychology Behind Games. http://www.gamasutra.com/features/20050426/hejdenberg_01.shtml Jakobsson, M & Taylor, TL. (2003). The Sopranos meets EverQuest: Socialization processes in massively multiuser games. Proceedings of the 2003 Digital Arts and Culture (DAC). Co-published in FineArt Forum, 17, n 8. Jenkins, D. (2005). Analysts Estimate $1.7 Billion Online Game Market In China. http://www.gamasutra.com/php-bin/news_index.php?story=6515. Jenkins, D. (2006). World of Warcraft Hits 1m Euro Customers; 5.5m Worldwide. http://www.gamasutra.com/php-bin/news_index.php?story=7844. Kim, V. (2006). Video Game Addicts Concern South Korean Government. http://www.breitbart.com/news/2005/10/06/D8D2BBTO2.html Leung, L. (2004). Net-Generation Attributes and Seductive Properties of the Internet as Predictors of Online Activities and Internet Addiction. CyberPsychology & Behavior, 7, n 3. Maragos, N. (2005). Survey Shows Top Business Make 25$ Billion. http://www.gamasutra.com/php-bin/news_index.php?story=5166. McGonigal, J. (2003). A Real Little Game: The Performance of Belief in Pervasive Play. Proceedings of DiGRA’s Level-Up, 2003. Medina, E. (2005). Soapbox: Warning – Playing Video Games May Pose a Serious Risk to Your Health. http://www.gamasutra.com/features/20050211/medina_01.shtml
108
Poirot, J & Peet, M. (2004). Consent Form. http://insight.southcentralrtec.org/ilib/consent.html Scealy, M., Phillips., G.J. & Stevenson, R. (2002). Shyness and anxiety as predictors of patterns of Internet usage. CyberPsychology and Behavior, 5, 507-515. Sherry, J. L., Lucas, K., Greenberg, B.S. & Lachlan, K. (2004). Video Game Uses and Gratifications as Predictors of Use and Game Preference. http://info.cas.msu.edu/icagames/vgu&g.pdf. Scherer, K. (1997). College life online: Healthy and unhealthy Internet use. Journal of College Student Development, 38, 655-665. Seay, A.J. , Jerome, W.J., Lee, K.S. & Kraut, R. (2004). Project Massive: A study of online gaming communities. Proceedings of CHI 2004. Sellers, M. (1997). Looking Ahead: 10 Challenges for designing online games and communities. http://www.gamasutra.com/features/19970601/looking_ahead.htm Song, I., Larose, R., Eastin, M.S., Lin, C.A. (2004). Internet Gratifications and Internet Addiction: On the Uses and Abuses of New Media. CyberPsychology & Behavior, v. 7, n. 4. Wise, R. A. (2004). Dopamine, learning, and motivation. Nature Reviews Neuroscience, vol. 5, p. 483-493. Wood, R.T.A., Griffiths, M. D., Chappell, D. & Davies, M.N.O. (2004). The Structural Characteristics of Video Games: A Psycho-Structural Analysis. CyberPsychology & Behavior, 7, n 1. Woodcock, B.S. (2005). An analysis of MMOG Subscription Growth. http://mmogchart.com. Yee, Nicholas. (2001). The Norrathian Scrolls: A Study of EverQuest (Version 2.5). http://www.nickyee.com/eqt/home.html. 109
Yee, Nicholas. (2005). Collecting Data from World of Warcraft. http://blogs.parc.com/playon/archives/2005/05/collecting_data.html Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329. Young, K.S. (1996). Internet Addiction: The Emergence of a New Clinical Disorder. CyberPsychology and Behavior, v. 1, n. 3, p 237-244. Originally presented at the 104th annual meeting of the APA, Toronto, Canada 1996. Young, K.S. (1998). Caught in the net. New York: John Wiley. Young, K.S. & Rodgers, R.C. (1998a). Internet Addiction: Personality Traits Associated with its Development. Eastern Psychological Association’s 69th annual conference. Young, K.S. (2004). Internet Addiction: A New Clinical Phenomenon and Its Consequences. American Behavioral Scientist, 48, n 4.
110
Continue Reading

Please join StudyMode to read the full document

You May Also Find These Documents Helpful

  • MMORPG Essay
  • student Essay
  • Effects of computer games to students Essay
  • cause and effect of smartphones on students Essay
  • What are the causes and effects of students stress Essay
  • The Effects of Alcohol in College Students Essay
  • History of Mmorpgs Essay
  • Research on Effects of Texting to Students Research Paper

Become a StudyMode Member

Sign Up - It's Free