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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

Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing

Lee, Wai Yu 29 July 2015 (has links)
Problematic use of massively multiplayer online games (MMOGs) is an emerging societal challenge worldwide. There are increasing numbers of incident of problematic use of MMOGs and even reported cases of death from playing MMOGs excessively. With its prevalence, problematic use of MMOGs has received increasing awareness from the scientific community, the general public, and the media. Since information systems (IS) research traditionally emphasizes the positive and productive values of system usage, relatively few published studies on problematic use of MMOGs are found in mainstream IS journals. In addition, research on problematic use of MMOGs is hindered by a lack of uniform conceptualizations, valid measurement instruments, and theory-guided study. As a step towards bridging these gaps and fostering the understanding of problematic use of MMOGs, this study aims (1) to conceptualize problematic use of MMOGs and distinguish it from its counterparts, (2) to develop and validate an instrument of it using a rigorous approach (Study 1), and (3) to propose and empirically test a theory-driven model explaining the development of problematic use of MMOGs (Study 2). Study 1 aims to conceptualize problematic use of MMOGs, and develop and validate an instrument of it. First, drawing on the literature of problematic use of MMOGs and behavioral addiction, this study distinguishes among the often interchangeably used terms of “addiction, “problematic use, “excessive use, and “dependence, suggesting that their use requires careful consideration of the research scope and context. Second, following the robust paradigm in the IS literature, the instrument development process is carried out in three stages, including item generation, scale development, and instrument testing. The instrument is empirically validated with 517 active MMOG players. The final instrument, consisting of 37 items, exhibits adequate levels of reliability, convergent validity, discriminant validity, and nomological validity. The validated instrument adds to the repertoire of rigorous research instruments available to future IS researchers, helping to establish a tradition of IS research on problematic use of MMOGs and other hedonic technologies. Study 2 aims to advance theoretical understanding of the development mechanism of problematic use of MMOGs. Drawing on the hedonic management model of addictions, this study proposes a theoretical model explaining how the duality of hedonic experiences, mood enhancement and emotional relief, derived from playing MMOGs lead to problematic use. The research model is empirically tested with 468 active MMOG players with the majority of the hypotheses supported. The findings suggest that both mood enhancement and emotional relief are important mechanisms leading to salience of gameplay, which in turn, explains the development of problematic use of MMOGs. This study adds to the growing body of knowledge on technology usage-related problems and advances theoretical understanding of development mechanism of problematic use of MMOGs. In addition, the findings provide MMOG developers, policymakers, and educators with insights on how to alleviate problematic use of MMOGs
2

Information behavior and meaning-making in virtual play spaces: a case study of City of Heroes

Adams, Suellen S. 28 August 2008 (has links)
Not available / text
3

Ethnographic Reflection On Group Formation In Blizzard's "world Of Warcraft"

Spottke, John Christopher 01 January 2010 (has links)
Cyberanthropology or the anthropology of cyber space/culture is an emerging subfield of cultural anthropology that deals with the varied integration of human beings and technology. This specialized area of study focuses on topics ranging from new technologies used in ethnographic research to information and communication technologies utilized by specific societal groups. Communication technology encompasses the World Wide Web, email, and online multiperson interactive spaces such as chatrooms and video games. In this work, I ethnographically investigate human social interactions in the online gaming realm of World of Warcraft. On the whole, the expanding numbers of virtual communities in existence today offer new and exciting realms for social scientists in general, and anthropologists in particular, to expand their knowledge of social interaction. During the period between August 2007 and May 2009 I “lived” with the players of WoW as a participant observer. The culmination of this research spotlights virtual group formation and dynamics from an anthropological perspective and is intended to pave the way for future research.
4

Peer-to-peer network architecture for massive online gaming

Shongwe, Bongani 01 September 2014 (has links)
A dissertation submitted to the Faculty of Science, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree of Master of Science. Johannesburg, 2014. / Virtual worlds and massive multiplayer online games are amongst the most popular applications on the Internet. In order to host these applications a reliable architecture is required. It is essential for the architecture to handle high user loads, maintain a complex game state, promptly respond to game interactions, and prevent cheating, amongst other properties. Many of today’s Massive Multiplayer Online Games (MMOG) use client-server architectures to provide multiplayer service. Clients (players) send their actions to a server. The latter calculates the game state and publishes the information to the clients. Although the client-server architecture has been widely adopted in the past for MMOG, it suffers from many limitations. First, applications based on a client-server architecture are difficult to support and maintain given the dynamic user base of online games. Such architectures do not easily scale (or handle heavy loads). Also, the server constitutes a single point of failure. We argue that peer-to-peer architectures can provide better support for MMOG. Peer-to-peer architectures can enable the user base to scale to a large number. They also limit disruptions experienced by players due to other nodes failing. This research designs and implements a peer-to-peer architecture for MMOG. The peer-to-peer architecture aims at reducing message latency over the network and on the application layer. We refine the communication between nodes in the architecture to reduce network latency by using SPDY, a protocol designed to reduce web page load time. For the application layer, an event-driven paradigm was used to process messages. Through user load simulation, we show that our peer-to-peer design is able to process and reliably deliver messages in a timely manner. Furthermore, by distributing the work conducted by a game server, our research shows that a peer-to-peer architecture responds quicker to requests compared to client-server models.
5

MMO gaming culture: an online gaming family

Unknown Date (has links)
This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world. / Includes bibliography. / Thesis (M.A.)--Florida Atlantic University, 2015. / FAU Electronic Theses and Dissertations Collection
6

Dasein online! a study of the experience of flow in the virtual playground

Godley, Donnae-Maree January 2012 (has links)
The purpose of this study was twofold. First, it aimed to present and understand the experiences of online gamers from the paradigm of positive psychology. To achieve this, the phenomenon of flow was investigated to see whether or not, it is experienced whilst gaming online and if present, how it is revealed in this context. The second purpose was to contribute to theory building and to respond to extant research recommendations. Aligned with a qualitative orientation, the method selected to achieve the objectives of the study was interpretative phenomenological analysis. A sample of four participants who met the criteria for inclusion in the research were selected and interviewed using semi-structured interviews. Data was analysed and interpreted inductively and categorised into superordinate themes. These were presented as two sections: Section A explored the experience and meaning of online gaming through the following three superordinate themes; intention, pre-gaming rituals and gaming process. Section B discussed the social experience and meaning of gaming online through the superordinate theme, a gamers way. This study both challenged and supported theory and research in the field and introduced novel areas, such as pregaming rituals and the subthemes; marijuana and gaming space. This is a notable and promising "side effect" of a research design that is exploratory. Findings called for future multi-disciplinary research into flow, gaming and online relationships considering Csikszentimaihalyi‟s concept of autotelic relationships and Heideggers‟ philosophical framework.
7

Who is Really in Charge Here: An Exploration of the Formation and Empowerment of Opinion Leaders in a Reddit Gaming Community

Carter, Clinton Chase 12 1900 (has links)
In an attempt to shed light on the further sophistication of opinion leadership in online communities, this study examined the forces and structures that affect their formation in the League of Legends subreddit. By investigating what users thought about the various types of individuals with which the communicate, the researcher hoped to begin to understand and record how those forces work bother on this particular subreddit and in mass media beyond. Opinion leadership continues to be an integral force in deciding what information is consumed by a public and under what frames and agendas it is contextualized. If researchers can operationalize formal definitions for the influences and structures that occur online, they can better navigate the deep waters that are global communication on the internet.
8

Online game playing and early adolescents' online friendship and cyber-victimization. / 青少年與網絡遊戲、網上友誼及網絡欺凌 / CUHK electronic theses & dissertations collection / Qing shao nian yu wang luo you xi, wang shang you yi ji wang luo qi ling

January 2010 (has links)
Seventeen teens (mean age = 11.71. SD = 1.26) who had experiences in playing online games participated in the focus group interviews of Study 2. Their responses were collected in order to develop comprehensive scales to measure cyber-victimization and cyberbullying, so as to better understand the differences between online and real life friendship and also to reveal the reasons behind playing online games. Studies 3 and 4 were based on the same sample of six hundred twenty-six grade 5 and 6 students (mean age =10.81, SD = .83), but with different purposes. In Study 3, two scales, both ultimately (following test analyses) comprised of eight items were developed for measuring cyber-victimization and cyberbullying, They demonstrated satisfactory reliabilities and criterion validities. In Study 4, the relative quality of best friendship in online games versus in real life, as well as the relative importance of friendship, victimization, and bullying in real life and in online games in relation to early adolescents' overall psychosocial adjustment were examined. Online victimization and online bullying were negatively related to psychological well-being of early adolescents. After controlling demographics, computer gaming habits, school victimization and real life friendship, online victimization still significantly and negatively explained additional variance in friendship satisfaction, while online friendship still positively and significantly explained additional variance in social competence, friendship satisfaction, self esteem and life satisfaction after demographics, computer gaming habits, school victimization, and real life friendship were statistically controlled. Gender moderated the relationship between real life friendship and social competence and friendship satisfaction, but it did not moderate the relationship between online friendship and the other psychological constructs. This research demonstrated the theoretical and practical importance of investigating social experiences (both negative, i.e. being cyber-bullied, and positive, i.e. building up online friendship) in the online context. / The present research comprised four studies to investigate the relation of online game playing and correlates of three important aspects, namely friendship, victimization and bullying, of social development of Hong Kong Chinese grade 5 and 6 students. Comparisons of these correlates across two contexts, the real life and internet experiences, were also made. Four hundred ninety-four grade five and six students (mean age = 11.54, SD = .91) participated in Study 1. Average times spent on different types of different type of computer games and the importance of social functioning of online games were determined. Average time spent per day on Massively Multiplayer Online Games (MMOGs), solitary computer games, handheld video games e.g. NDS, PSP, and home video consoles (e.g., Wii) were 2.38 hours (SD =2.21), 1.66 hours (SD =1.86), 1.25 hours, (SD =1.54), and .67 hours (SD =1.15), respectively. Social functioning of online games was positively correlated with life satisfaction of early adolescents. / Leung, Nga Man. / Adviser: Catherine McBride-Chang. / Source: Dissertation Abstracts International, Volume: 72-04, Section: B, page: . / Thesis (Ph.D.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (leaves 109-119). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. Ann Arbor, MI : ProQuest Information and Learning Company, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese.

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