Gregory Krambeer
Biographic Data
| ID | 110082 |
|---|---|
| NAME | Gregory Krambeer |
| GIVEN NAMES | Gregory |
| FAMILY NAME | Krambeer |
| SIGNATURE | KRAMBEER G |
| AFFILIATIONS | Colorado State University |
| VERIFIED | No |
| TOTAL WORKS | 1 |
| TOTAL CITATIONS | 13 |
| AUTHOR COUNT | 1 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2012 |
| LATEST PUBLICATION YEAR | 2012 |
| H-INDEX | 1 |
Restorative Magical Adventure or Warcrack? Motivated MMO Play and the Pleasures and Perils of Online Experience
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…
Restorative Magical Adventure or Warcrack? Motivated MMO Play and the Pleasures and Perils of Online Experience
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…
Restorative Magical Adventure or Warcrack? Motivated MMO Play and the Pleasures and Perils of Online Experience
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…
Addiction (1 works) · Adventure (1 works) · Digital Games and Media (1 works) · Ethnography (1 works) · Game studies (1 works) · Gender, Feminism, and Media (1 works) · Happiness (1 works) · Impact of Technology on Adolescents (1 works) · Media studies (1 works) · Pleasure (1 works)