2015
DOI: 10.1016/j.jbusres.2014.10.006
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A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)

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Cited by 102 publications
(119 citation statements)
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References 48 publications
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“…Guegan, Moliner, and Buisine (2015) examined the process of identification among MMORPG players in line with the social identity framework and revealed that being a player and being a member of a guild directly contribute to the social identity. Moreover, a sense of belonging to gaming community may activate a dual system of identification: online during engagement within a game, and offline, as members of a gaming community (Badrinarayanan, Sierra, & Martin, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…Guegan, Moliner, and Buisine (2015) examined the process of identification among MMORPG players in line with the social identity framework and revealed that being a player and being a member of a guild directly contribute to the social identity. Moreover, a sense of belonging to gaming community may activate a dual system of identification: online during engagement within a game, and offline, as members of a gaming community (Badrinarayanan, Sierra, & Martin, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…In a general way, online games are one type of hedonic ICT [23,53,[56][57][58][59]. Users can alleviate boredom by playing games linked with mobile phones [60].…”
Section: Research Modelmentioning
confidence: 99%
“…Considering that Pokémon Go pioneered more sophisticated software because of the need for location information [20,21], developers and game companies will be building this into future games. Thus, it is necessary for the online game industry to develop an understanding of the players' intentions [22][23][24][25]. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on the Uses and Gratification Theory [26,27] for the adoption of augmented reality mobile games.…”
Section: Introductionmentioning
confidence: 99%
“…Upon gaining Internet access, participants narrate that they start to play video games more regularly, with gaming becoming a part of their everyday life and routine (Jacobsen 2009:97 Passion is an essential dimension to the understand- Online games create an environment to participate in activities and to socialize with others without being in the same location (Badrinarayanan et al 2015(Badrinarayanan et al :1046. Some participants indicate that they would only play online games with friends they know in person.…”
Section: The Online Gamermentioning
confidence: 99%
“…Main motivations to play relate to socializing with others, to gain a sense of achievement, and to be immersed in an alternate reality (Badrinarayanan, Sierra, and Martin 2015). Other motivations also exist, such as stimulating competitive needs, coping with stress, developing leadership and communication skills, as well as indulging in fantasy and recreation (Fuster et al 2014).…”
mentioning
confidence: 99%