Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
Bibliographic Data
| ID | 19601577 |
|---|---|
| Authors | Joël Billieux (0000-0002-7388-6194, KU Leuven, corresponding author), Martial Van Der Linden (0000-0002-2225-1834, University of Liège), Sophia Achab (0000-0002-3861-3297, Université de franche-comté), Yasser Khazaal (0000-0002-8549-6599), Laura Paraskevopoulos (University of Geneva), Daniele Zullino (0000-0003-2468-8965), Gabriel Thorens (0000-0002-3622-9179) |
| Year | 2012 |
| Volume | 29 |
| Issue | 1 |
| Pages | 103-109 |
| Publication date | 2012-08-19 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2012.07.021 |
| OpenAlex | W2058751404 |
| Language | EN |
| Citations received | 74 |
| References cited | 12 |
Avatar · Escapism · Human–computer interaction · Metaverse · Multimedia · Video game · Virtual reality · Virtual world · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology
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Identification of Avatar Mediates the Associations Between Motivations of Gaming and Internet Gaming Disorder Among the Malaysian Youth
Ethical Challenges in Digital Psychology and Cyberpsychology
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Problematic involvement in online games
A dual model of product involvement for effective virtual reality
The Association Between Video Gaming and Psychological Functioning
The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming
Working towards an international consensus on criteria for assessing internet gaming disorder
Problematic video game use as an emotional coping strategy
High Involvement Versus Pathological Involvement in Video Games
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders
Feeling like I can make the real me
Overviewing Gaming Motivation and Its Associated Psychological and Sociodemographic Variables
The Influence of Player Motivation on Problematic Online Gaming of Youth in China
Problematic Gaming Behavior Among Finnish Junior High School Students
Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the Covid-19 Pandemic
Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming
Parental Monitoring and Adolescent Problematic Mobile Phone Use
Internet Addiction among Young Adult University Students
Exploring the associated characteristics of Internet gaming disorder from the perspective of various game genres
Capitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing
Internet gaming disorder and psychological well-being among university students in Egypt
Predictors of Gaming Disorder or Protective from It, in a French Sample
Development of an Instrument to Assess Expectations for the Use of Online Gaming, Social Networking Sites, and Online Pornography
Problematic Gaming and Subjective Well-Being
The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming
Prevalence of Internet gaming disorder, and its association with aggression, impulsivity and suicide ideation among university students
Problematic Gaming Behaviour in Finnish Adolescents and Young Adults
Video game players’ personality traits
From healthy play to gaming disorder
Massively multiplayer online games and social capital
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the Covid-19 Pandemic
Gaming and Gaming Disorder
Relationship between adverse childhood experiences and problematic internet use among young adults
How have excessive electronics devices and Internet uses been concerned? Implications for global research agenda from a bibliometric analysis
Social anxiety and Internet gaming disorder
Gaming motivations and gaming disorder symptoms
Growing together
The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy
To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences
Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)
Developing a Model of Video Game Play
The affective pathway of AI adoption
Problematic gaming, social withdrawal, and Escapism
Migration to the metaverse and its predictors
Devoted or addicted?Modeling gaming addiction in eSports
Problematic mobile gamers have attention bias toward game social information
How gaming motives affect the reciprocal relationships between video game use and quality of life
Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players
Psychometric Properties of the Problematic Pornography Use Scale in a Japanese Sample
El desarrollo de la narrativa online en videojuegos
Photogrammetry and GIS in Human-Occupied Digital Landscapes
The universal language
Online Gamers, Lived Experiences, and Sense of Belonging
Gender imbalance in MMORPG
Gods in World of Warcraft exist’
Using netnography for the study of role-playing in female online games
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)
The Relationship Between Parental Phubbing and Short‐Form Videos Addiction Among Chinese Adolescents
The dual impact of virtual reality
Gamers Like It Green
Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study
Virtual Sense of Community in a World of Warcraft® Storytelling Open Forum Thread
Using Google Trends Data to Gauge Interest in Virtual Worlds
Existential implications of internet gaming disorder (IGD)
The relationship between online gaming motivation, self-concept clarity and tendency toward problematic gaming
L’eschatologie « No life ». Incorporation et Avatarisation d’érémitisme digital
Pressure to play
Competitive game motivation and trait aggression among Chinese adolescent players of Glory of the King
Positive Youth Development and Foster Care Youth
Breaking the Stereotype
Motivations for Play in Online Games
Demographic Factors and Playing Variables in Online Computer Gaming
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
Distinguishing addiction and high engagement in the context of online game playing
Does WoW Change Everything
| Unique citing works | 74 |
|---|---|
| Citations per year | 6,73 |
| Citation span | 2015 - 2026 (12) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 69 |