2008
DOI: 10.1145/1324198.1324207
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Massively multiplayer online role-playing games

Abstract: While some service providers of Massively Multiplayer Online Role-Playing Games (MMORPGs) lose significant numbers of players over time, others maintain a strong growth trajectory. Drawing from the Uses and Gratifications Theory and the Need to Belong theory, we believe that an individual's Perceived Belonging (i.e., the degree to which a person feels connected to and accepted by others) positively influences his/her Actual MMORPG Usage, i.e., how often he/she plays MMORPGs. After collecting 71 online question… Show more

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Cited by 72 publications
(34 citation statements)
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“…Indeed, in order to be able to master many of the games' quests, players usually have to strongly collaborate [1,11]. More specifically, players team up with other players that they meet along the way and come to appreciate.…”
Section: Research Modelmentioning
confidence: 99%
See 3 more Smart Citations
“…Indeed, in order to be able to master many of the games' quests, players usually have to strongly collaborate [1,11]. More specifically, players team up with other players that they meet along the way and come to appreciate.…”
Section: Research Modelmentioning
confidence: 99%
“…To empirically evaluate our research model, we collected 71 completed German-language online questionnaires about one specific MMORPG: Guild Wars 2 1 . More specifically, we posted a call in a German Guild Wars 2-focused forum and, to add variance, in two general Internet forums.…”
Section: Data Collectionmentioning
confidence: 99%
See 2 more Smart Citations
“…MMOGs are both highly sophisticated technological systems -in most cases built around a client-server architecture -and 'deeply social' worlds [3,4,5] in which millions of players chat, cooperate, interact, compete and trade with each other online through their avatars. Notable examples of these types of games are World of Warcraft (WoW) or Lineage.…”
Section: Introductionmentioning
confidence: 99%