To Örebro University

oru.seÖrebro University Publications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes
School of Psychology and Counselling, Queensland University of Technology, Brisbane Queensland, Australia.
School of Psychology and Counselling, Queensland University of Technology, Brisbane Queensland, Australia.ORCID iD: 0000-0003-1054-9462
School of Psychology and Counselling, Queensland University of Technology, Brisbane Queensland, Australia.
School of Psychology and Counselling, Queensland University of Technology, Brisbane Queensland, Australia.
Show others and affiliations
2018 (English)In: CyberPsychology, Behavior and Social Networking, ISSN 2152-2715, E-ISSN 2152-2723, Vol. 21, no 10, p. 655-660Article in journal (Refereed) 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.

Place, publisher, year, edition, pages
Mary Ann Liebert, 2018. Vol. 21, no 10, p. 655-660
Keywords [en]
World of Warcraft, identity-based motivation, motivation, sense of community
National Category
Psychology
Research subject
Human-Computer Interaction; Psychology
Identifiers
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
Available from: 2021-07-05 Created: 2021-07-05 Last updated: 2021-08-03Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textPubMedScopus

Authority records

Zhao, Xiang

Search in DiVA

By author/editor
Zhao, Xiang
In the same journal
CyberPsychology, Behavior and Social Networking
Psychology

Search outside of DiVA

GoogleGoogle Scholar

doi
pubmed
urn-nbn

Altmetric score

doi
pubmed
urn-nbn
Total: 40 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf