2017
DOI: 10.1007/s10676-017-9416-6
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Game mechanics and technological mediation: an ethical perspective on the effects of MMORPG’s

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Cited by 14 publications
(9 citation statements)
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References 32 publications
(25 reference statements)
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“…Au-delà des comportements qui relèveraient d'une pathologie sur le plan psychologique, la fréquence accrue d'utilisation de dispositifs de type MMORPG's 38 pourrait provoquer (Klemm et Pieters, 2017), chez l'utilisateur, une perte des repères et habitudes usités dans la réalité (hygiène, nutrition).…”
Section: Troubles Identitairesunclassified
“…Au-delà des comportements qui relèveraient d'une pathologie sur le plan psychologique, la fréquence accrue d'utilisation de dispositifs de type MMORPG's 38 pourrait provoquer (Klemm et Pieters, 2017), chez l'utilisateur, une perte des repères et habitudes usités dans la réalité (hygiène, nutrition).…”
Section: Troubles Identitairesunclassified
“…For example, in massively multiplayer online role-playing games (MMORPG) cooperation with others is essential to progress as some missions are designed to be accomplished by group work [107]. Thus, the feeling of responsibility to the group and the peer pressure may reinforce gamers to play more and increase their playtime [12,108]. Such a feeling of responsibility may cause preoccupation with the virtual world and increase individual's likelihood of giving up offline activities.…”
Section: Cooperationmentioning
confidence: 99%
“…Developers are creating highly advanced systems that are -tailored to its host's needs and reinforcement schedule‖, a Skinner box, as it were, that enables individuals to -interact with each other without sacrificing the integrity of their own construct‖ [21]. Since consumer needs are being met at an accelerating rate, spending time online can be a highly rewarding experience, -contributing to personal enjoyment for many people‖ [41].…”
Section: Introductionmentioning
confidence: 99%
“…In those that exhibit -problematic levels of usage, devaluation of life itself in the real world is likely to have a major impact on the good life… requiring less effort and providing faster rewards‖ [41]. Influential systems can encourage -users to spend their time in the virtual realm and abandon reality‖, and to -value success and rewards‖ in alternate realities -as equal as or even higher than those in the real world, devaluating the latter‖ [41].…”
Section: Introductionmentioning
confidence: 99%
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