Player experiences in a massively multiplayer online game
A diary study of performance, motivation, and social interaction
Datos Bibliográficos
| ID | 12656129 |
|---|---|
| Autores | J Fox (0000-0002-5018-3250, autor de correspondencia), Michael Gilbert (0000-0003-4200-6104, The Ohio State University), Michael A Gilbert (0000-0002-2503-1626, The Ohio State University), Wai Yen Tang (0000-0001-5749-8135, University of Münster) |
| Año | 2018 |
| Volumen | 20 |
| Número | 11 |
| Páginas | 4056-4073 |
| Fecha de publicación | 2018-04-11 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | New Media & Society (JOURNAL) |
| Identificadores de la revista | ISSN: 1461-4448 • E-ISSN: 1461-7315 |
| Editorial | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/1461444818767102 |
| OpenAlex | W2797209733 |
| Idioma | EN |
| Citas recibidas | 36 |
| Referencias citadas | 53 |
Video game researchers have struggled to capture players’ personal experiences in natural gaming contexts. We used longitudinal diary methods to examine the everyday experiences of new and experienced players within a massively multiplayer online game, Team Fortress 2. Participants ( N = 38) completed diaries about gameplay and negative social interactions such as trash-talking and harassment. Themes included frustrating play and performance as motivator, as well as six themes regarding social interaction: skill disparagement, fairweather friends, toxic masculinity, vicious cycles, “kicking” players, and reporting differences. Some findings supported existing research; others challenge previous research using other methods. We discuss the advantages and disadvantages of using diary methods in video game research
Fortress (chess · Harassment · Multimedia · Social relation · Video game · Applied Psychology · Bullying, Victimization, and Aggression · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Social Psychology
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The influence of parents’ depression on children’s online gaming addiction
How Voice Chat, Cooperativeness, and Competitiveness Impact Prosocial and Antisocial Norms in Multiplayer Online Video Games
Social gaming
‘Into the wolves’ den
Gaming Toxicity Scale (GTOX)
Transgressive play or playful transgressions? Dynamic interpretations of toxic behaviour in multiplayer online games
Examining Cybersexism in Online Gaming Communities
‘As you write your Odyssey…’
Toxic behavior in multiplayer online games
Exploring the learning potential of online gaming communities
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An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder
Defining empathy
Friend-connecting affordances
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Sexism in online video games
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Game-Play Breakdowns and Breakthroughs
Women’s experiences with general and sexual harassment in online video games
How male young adults construe their playing style in violent video games
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Why We Distort in Self-Report
Keeping Abreast of Hypersexuality
Men's harassment behavior in online video games
Toward a Conceptual Model of Motive and Self-Control in Cyber-Aggression
Naturalistic inquiry
The Online Disinhibition Effect
Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors
Harassment and bullying at work
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| Obras citantes distintas | 36 |
|---|---|
| Citas por año | 5,14 |
| Intervalo de citas | 2019 - 2026 (8) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 36 |