2011
DOI: 10.1016/j.chb.2010.08.004
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What I won’t do in pixels: Examining the limits of taboo violation in MMORPGs

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Cited by 37 publications
(18 citation statements)
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“…However, the studies of online games analyzed the characteristics [23,[25][26][27], motivations [10], attitudes and feelings about online games [14], cognitive influence [28], online game addiction [27,29], and psychological harm [15,16], but the literature on consumer engagement behavior is quite rare, which is the reason why this research pays attention to it.…”
Section: Massive Multiplayer Online Role-playing Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…However, the studies of online games analyzed the characteristics [23,[25][26][27], motivations [10], attitudes and feelings about online games [14], cognitive influence [28], online game addiction [27,29], and psychological harm [15,16], but the literature on consumer engagement behavior is quite rare, which is the reason why this research pays attention to it.…”
Section: Massive Multiplayer Online Role-playing Gamesmentioning
confidence: 99%
“…Additionally, researchers who studied online games mainly analyzed the motivation and feelings for playing online games as well as engagement behaviors in online gaming communities [10][11][12], whereas another research path focused on the negative effects of online game, such as game addiction [13], time distortion [14], menticide [15,16], and cheating behaviors in online gaming communities [17,18]. Nevertheless, antecedent research has rarely taken the positive effects of the online game into consideration [19]; therefore, this study will adopt the perspective of online game players' consumer engagement behavior.…”
Section: Introductionmentioning
confidence: 99%
“…We cannot harm a character without triggering unpleasant stress reactions. 1 Whitty et al (2011) find that we shy away from breaking realworld taboos (like rape) in virtual worlds.…”
Section: Virtual Worldsmentioning
confidence: 97%
“…A number of authors have speculated that there are positive effects of online 80 gaming [6] even in violent games [7], although there is some evidence of psychological effects in niche hyper-violent games, particularly when experiencing taboo activities such as rape and torture [8]. However, the systematic review by Connolly et.…”
Section: Introductionmentioning
confidence: 99%