Dados Bibliográficos

AUTOR(ES) J.G. Snodgrass , Jay Fagan , Michael G. Lacy , H. J. Francois Dengah
AFILIAÇÃO(ÕES) University of Kentucky
ANO 2013
TIPO Artigo
PERIÓDICO Transcultural Psychiatry
ISSN 1363-4615
E-ISSN 1461-7471
EDITORA Annual Reviews (United States)
DOI 10.1177/1363461513487666
CITAÇÕES 12
ADICIONADO EM 2025-08-18
MD5 f9c3fa76343ee66efaf6183ee9045bf9

Resumo

Yee (2006) found three motivational factors— achievement, social, and immersion—underlying play in massively multiplayer online role-playing games ('MMORPGs' or 'MMOs' for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents ( N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft ( WoW; Blizzard Entertainment, 2004–2013). We relied on tools from psychological anthropology to reconceptualize each of Yee's three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how 'cultural consonance' with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how 'dissociative' blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee's original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.

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