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Restorative Magical Adventure or Warcrack? Motivated MMO Play and the Pleasures and Perils of Online Experience

Datos Bibliográficos

ID2409469
AutoresJ G Snodgra (0000-0003-2725-8063, Colorado State University, autor de correspondencia), H J Francois Dengah (0000-0003-3646-5160, University of Alabama), Michael G Lacy (Colorado State University), Jesse Fagan (0000-0003-1153-9442, Colorado State University), David E Most (Colorado State University), David Most, Michael B Blank (0000-0002-6150-4777, Colorado State University), Michael Blank (0000-0002-0057-8756), Lahoma Howard (Colorado State University), Chad R Kershner (Colorado State University), Gregory Krambeer (Colorado State University), Alissa Leavitt-Reynolds (Colorado State University), Adam Reynolds (0000-0002-7033-241X, Colorado State University), Jessica Vyvial-Larson, Jessica Leigh Vyvial-Larson (Colorado State University), Josh Whaley, Josh A Whaley (Colorado State University), Benjamin Wintersteen (Colorado State University)
Año2012
Volumen7
Número1
Páginas3-28
Fecha de publicación2012-01-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaGames and Culture (JOURNAL)
Identificadores de la revistaISSN: 1555-4120 • E-ISSN: 1555-4139
EditorialSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412012440312
OpenAlexW2149816150
IdiomaEN
Citas recibidas19
Referencias citadas35

Combining perspectives from the new science of happiness with discussions regarding "problematic" and "addictive" play in multiplayer online games, the authors examine how player motivations pattern both positive and negative gaming experiences. Specifically, using ethnographic interviews and a survey, the authors explore the utility of Yee's three-factor motivational framework for explaining the positive or negative quality of experiences in the popular online game World of Warcraft (2004-2012). The authors find that playing to Achieve is strongly associated with distressful play, results that support findings from other studies. By contrast, Social and Immersion play lead more typically to positive gaming experiences, conclusions diverging from those frequently reported in the literature. Overall, the authors suggest that paying attention to the positive as well as negative dimensions of inhabiting these online worlds will provide both for more balanced portraits of gamers' experiences and also potentially clarify pathways toward problematic and addictive play

Addiction · Adventure · Ethnography · Game studies · Happiness · Media studies · Pleasure · Sociology · Digital Games and Media · Gender, Feminism, and Media · Impact of Technology on Adolescents · Psychology · Social Psychology

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Obras citantes distintas19
Citas por año1,27
Intervalo de citas2011 - 2025 (15)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 19
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