Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological OutcomesVise andre og tillknytning
2018 (engelsk)Inngår i: CyberPsychology, Behavior and Social Networking, ISSN 2152-2715, E-ISSN 2152-2723, Vol. 21, nr 10, s. 655-660Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]
Previous studies have found that playing massively multiplayer online games (MMOGs) such as World of Warcraft (WoW) can lead to socializing and enhanced connectedness as well as negative well-being outcomes. Motivations for achievement and socializing play central roles in playing MMOGs. Using data from a survey of 181 WoW players, this study examined the relationship among game identities, motivations for playing WoW, and psychological outcomes. Results from analyses of path models suggested that motivations for achievement and socializing were influenced by game identities. Although these motivations substantially explained the variance in players' sense of WoW community, these factors only explained a small portion of negative psychological well-being. This study attests to the possibility of utilizing identity-based motivations in online game studies to understand psychological outcomes for players.
sted, utgiver, år, opplag, sider
Mary Ann Liebert, 2018. Vol. 21, nr 10, s. 655-660
Emneord [en]
World of Warcraft, identity-based motivation, motivation, sense of community
HSV kategori
Forskningsprogram
Människa-dator interaktion; Psykologi
Identifikatorer
URN: urn:nbn:se:oru:diva-92852DOI: 10.1089/cyber.2018.0185ISI: 000447605900009PubMedID: 30334651Scopus ID: 2-s2.0-85055072076OAI: oai:DiVA.org:oru-92852DiVA, id: diva2:1577864
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