Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes Visa övriga samt affilieringar
2018 (Engelska) Ingår i: CyberPsychology, Behavior and Social Networking, ISSN 2152-2715, E-ISSN 2152-2723, Vol. 21, nr 10, s. 655-660Artikel i tidskrift (Refereegranskat) 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.
Ort, förlag, år, upplaga, sidor Mary Ann Liebert, 2018. Vol. 21, nr 10, s. 655-660
Nyckelord [en]
World of Warcraft, identity-based motivation, motivation, sense of community
Nationell ämneskategori
Psykologi
Forskningsämne Människa-dator interaktion; Psykologi
Identifikatorer URN: urn:nbn:se:oru:diva-92852 DOI: 10.1089/cyber.2018.0185 ISI: 000447605900009 PubMedID: 30334651 Scopus ID: 2-s2.0-85055072076 OAI: oai:DiVA.org:oru-92852 DiVA, id: diva2:1577864
2021-07-052021-07-052021-08-03 Bibliografiskt granskad