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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A study of the uses and gratifications of online fantasy sports

Dougherty, Dennis L. January 2007 (has links)
This study has examined the uses and gratifications, which fantasy sports users seek for their online participation. Several uses and gratifications were tested to demonstrate whether or not they were motivations for different groups of online fantasy users. A survey instrument was created and disseminated to online fantasy users through fantasy message boards on the Internet. Online fantasy users who are Beginners, have high levels of participation, and participate in monetary prize leagues were groups that were studied. The analyses identified seven motivations that are sought by online fantasy users of those three groups. Descriptive data indicates most of online fantasy users are full-time employees who spend time at work checking their fantasy leagues and teams. / Department of Journalism
2

Out of character : issues of identity, acceptance,and creativity in tabletop role-playing games

DeHart, Gretchen L. January 2008 (has links)
A thesis presented on modern tabletop role-playing games and how they offer anthropologists a new way to approach issues of creativity, identity construction, social interaction, and the nature of play in American culture. In these games, players continuously challenge and redefine aspects of personal identity, social paradigms, gender identity, and reality construction. This thesis is exemplified by the interactions of two separate role-playing groups in Muncie, Indiana, as well as multiple interviews with gamers from many different areas. This idea is also clearly reflected in the interactions of role-players, both in their own personas and in character. Multiple layers of roles, in both the fictional world and within the social group of the players, are created, accepted, adapted, and discarded during the course of an average game. Gamers’ voices are emphasized, rather than game play itself, in order to explore how gamers feel and think about their play. Both Ludology and Carnival are explored as possible ways to approach the subject. Play in general allows individuals and/or small groups the creative space to form new strategies to enact personal and cultural change in the reality outside of the game; while tabletop RPGs allow players the liminal space to explore different aspects of their personal identities, even as they create an outlet for challenging social strictures. Negative cultural labeling of these games as deviant and subversive has created the illusion of secrecy that helps the games to function in this manor. The importance of both play and narrative become obvious when speaking to gamers about their hobby; allowing the gamers to form a sub-culture based on the shared experiences of the games. And it is in these shared experiences that the gamers find the power to alter their real-life self images, and experiment with change. / Department of Anthropology
3

The Big Five Personality Characteristics of World of Warcraft Players

Winter, Jessica L. 05 1900 (has links)
This study is a comparative analysis of the personality characteristics of a sample of World of Warcraft players (n = 147) and a large normative sample (n = 20,993). The 120-item International Personality Item Pool, based on the five factor model, is used. Independent t-tests were conducted and statistical significance was found for some factors; however, the effect sizes were small, indicating a limited practical difference between the two groups.

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