Gamification 2015
DOI: 10.4018/978-1-4666-8200-9.ch014
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A Qualitative Analysis of Online Gaming

Abstract: The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with others gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview tra… Show more

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Cited by 3 publications
(4 citation statements)
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“…These motivations inducing their Pokémon Go game play may be influenced by the structural characteristics of online games. Previous research [33] has highlighted that specific structural characteristics of online games (such as character development, socialization, and chat features) may induce playing. Therefore, it could be speculated that these characteristics may induce longer playing sessions as users of new online games might enjoy the social aspects.…”
Section: Discussionmentioning
confidence: 99%
“…These motivations inducing their Pokémon Go game play may be influenced by the structural characteristics of online games. Previous research [33] has highlighted that specific structural characteristics of online games (such as character development, socialization, and chat features) may induce playing. Therefore, it could be speculated that these characteristics may induce longer playing sessions as users of new online games might enjoy the social aspects.…”
Section: Discussionmentioning
confidence: 99%
“…Elhai et al (2017) find that smartphone addiction involves two mechanisms-the craving for positive mood and the desire to alleviate negative mood. The hedonic management model of addiction is used to explain a wide spectrum of behavioural addictions intimately involved with hedonic management, such as gambling addiction (Brown, 1993), crime addiction (Brown, 1997), exercise addiction (Kerr, Lindner, & Blaydon, 2008), computer addiction (Charlton, 2002), Internet addiction (Quinones & Kakabadse, 2015) and online gaming addiction (Clark, 2006;Hussain & Griffiths, 2014).…”
Section: The Hedonic Management Model Of Addictionmentioning
confidence: 99%
“…Los juegos online se han transformado en una plataforma para la interacción social entre los internautas (Hussain & Griffiths, 2014), fomentando sus relaciones en torno a determinadas prácticas lúdicas, propiciando su comunicación a partir de la interacción entre los miembros de la red social en la que se desarrollan dichos juegos. Así, mientras, a nivel general, Moral-Toranzo (2009) constató que los internautas eran algo reacios a interactuar con otros en la red de forma espontánea, pues solo un 8,1% lo hacía con usuarios que consideraban confiables o leales, la interacción dentro de un juego no tenía límites, se producía de forma natural y fluida a propósito de las misiones o actividades lúdicas propuestas, sin ningún tipo de prevenciones.…”
Section: Comunicación E Interacción En Juegos Onlineunclassified
“…Por el contrario, existe otro sector más proclive a ponderar las aportaciones de este tipo de juegos online, relacionándolo con las oportunidades que ofrecen para desarrollar habilidades de diversa índole (Santamaría, 2008); así como por impulsar la comunicación y la interacción entre los jugadores -desde una perspectiva constructiva-, a partir de las misiones o actividades lúdicas de carácter colaborativo que ellos contemplan (Ross & Collister, 2014); o por su potencial socializador, al favorecer la creación de comunidades virtuales específicas para compartir y debatir sobre temas de interés común relacionados con un determinado juego (Hughes;Hussain & Griffiths, 2014;Ross & Collister, 2014).…”
Section: Introductionunclassified