2010
DOI: 10.1177/1555412010364983
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Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs

Abstract: A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players are a relatively small, but psychologically burdened subgroup. W… Show more

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Cited by 88 publications
(58 citation statements)
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“…Through taking the other side's perspective patients can develop a deeper understanding and reduce misconceptions and stereotypes regarding the other side (Amichai- Hamburger, 2012). Online role playing usually uses an adopted figure, a virtual character with its own specific attributes and functional abilities (Williams, Kennedy, & Moore, 2011). Online role-plays can enable highly positive social interactions (Cole & Griffiths, 2007), allowing people to acquire friends (Smyth, 2007).…”
Section: Role Playingmentioning
confidence: 99%
“…Through taking the other side's perspective patients can develop a deeper understanding and reduce misconceptions and stereotypes regarding the other side (Amichai- Hamburger, 2012). Online role playing usually uses an adopted figure, a virtual character with its own specific attributes and functional abilities (Williams, Kennedy, & Moore, 2011). Online role-plays can enable highly positive social interactions (Cole & Griffiths, 2007), allowing people to acquire friends (Smyth, 2007).…”
Section: Role Playingmentioning
confidence: 99%
“…Pyy's 11 research further indicated that the way we interpret usability may vary between different kinds of technologies, ''but at least with games it is usually essential because enjoyability is one of the main reasons to play games in the first place'' (p.10). Many game studies [12][13][14] have shown that the usability of online games is demonstrated by its entertainment characteristic. In other words, users play a game or initially choose to play a game primarily because they enjoy the entertainment characteristic of the game.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Different authors (Osterweil & Le, 2010;Paraskeva, Mysirlaki & Papagianni, 2010;Sharritt, 2008) have described some of the skills boosted by videogames, from the most basic and elementary ones to others characterized by a higher cognitive level (Williams, Kennedy & Moore, 2011) j) Interpersonal skills connected to social intelligence (Goleman, 2012): participation in collaborative projects and training focused on leadership and critical capacity.…”
Section: 2mentioning
confidence: 99%