2015
DOI: 10.1108/intr-12-2013-0268
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Understanding players’ achievement values from MMORPGs: an exploratory study

Abstract: Purpose – Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players. Design/methodology/approach – The research employed two approaches to collect data: focus group and a web survey of online game players were conducted. Moreover, an addicti… Show more

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Cited by 41 publications
(21 citation statements)
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“…In terms of game genres, in MMORPGs, the player selects an avatar that represents him or her and with whom he or she identifies (i.e., autonomy), accomplishes objectives through adventures (i.e., competence) and socializes with others (relatedness) [ 43 , 44 ]. In these games, participating in a team and competing are the best way to ensure progress in the game and therefore, despite MMORPGs and MOBAs being the games that are most associated with IGD [ 21 ], playing does not necessarily have negative consequences [ 45 ].…”
Section: Introductionmentioning
confidence: 99%
“…In terms of game genres, in MMORPGs, the player selects an avatar that represents him or her and with whom he or she identifies (i.e., autonomy), accomplishes objectives through adventures (i.e., competence) and socializes with others (relatedness) [ 43 , 44 ]. In these games, participating in a team and competing are the best way to ensure progress in the game and therefore, despite MMORPGs and MOBAs being the games that are most associated with IGD [ 21 ], playing does not necessarily have negative consequences [ 45 ].…”
Section: Introductionmentioning
confidence: 99%
“…Van i Čou (Wan & Chiou, 2006) sugerišu da je motiv za postignućem karakterističan za visoko-posvećene igrače, dok oni koji ispoljavaju simptome poremećaja zavisnosti to čine kako bi umanjili svoje snažno nezadovoljstvo stvarnim životom. Uz to, istraživanja su pokazala i da, nakon zadovoljenja potrebe za dostignućem kroz igranje, samo visoko-posvećeni igrači (bez simptoma poremećaja) imaju tendenciju da dožive intrinzično ugodna osećanja koja podižu njihovo samopoštovanje, za razliku od onih sa prisustvom simptoma poremećaja (Lin, Hung, Fang, & Tu, 2015;Sublette & Mullan, 2012).…”
Section: Motivacija Kao Dijagnostički Medijatorunclassified
“…Therefore, players tend to develop positive attitude and satisfaction with their experience in a game, and thus the value of playing MMORPGs to them increases. Moreover, empirical research on social interactions in MMORPGs has demonstrated that in-game social interactions are an important element in promoting players' enjoyment (Cole and Griffiths, 2007;Jia et al, 2015;Lin et al, 2015) and continuance intention to play (Chang et al, 2014). Another study on MMORPGs reported a positive relationship between players' in-game social interactions and their intention to purchase virtual products ( Jin et al, 2017).…”
Section: Research Hypothesesmentioning
confidence: 99%