Journal of Computer-Mediated Communication · 2008 · 705 citations · 48 references
Social SciencesCommunicationPsychologyInterpersonal CommunicationMass CommunicationStereotypingGaming CulturePlay BehaviorVideo Game CultureVideo Game StudiesVirtual WorldsBehavioral Data AnalysisGame PlayGameplay ExperienceMassively Multiplayer Online GamesMultiplayer GamesSelf-report Data CaptureSelf-report Measurement
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental health. These self-report data were then combined with data on participants’ actual in-game play behaviors, as collected by the game operator. Most of the results defy common stereotypes in surprising and interesting ways and have implications for communication theory and for future investigations of games.
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