Dados Bibliográficos

AUTOR(ES) J.G. Snodgrass , A. Reynolds , L. Howard , M. Blank , Jay Fagan , Michael G. Lacy , H. J. Francois Dengah , David Most , Chad R. Kershner , Gregory Krambeer , Alissa Leavitt-Reynolds , Jessica Vyvial-Larson , Josh Whaley , Benjamin Wintersteen
AFILIAÇÃO(ÕES) Colorado State University, Fort Collins, CO, USA, University of Alabama, Tuscaloosa, AL, USA
ANO 2012
TIPO Artigo
PERIÓDICO Games and Culture
ISSN 1555-4120
E-ISSN 1555-4139
DOI 10.1177/1555412012440312
CITAÇÕES 13
ADICIONADO EM 2025-08-18
MD5 d592472a15e77f77078d0858ceeaf6de

Resumo

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.

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