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The Impact of Online Games such as World of Warcraft on Today's YouthWelsh-Morgan, Bryan 04 January 2010 (has links)
Faculty of Criminology, Justice and Policy Studies
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In computer veritas : Flaming as a form of toxic online disinhibition and its triggers in World of WarcraftJonsson, Andreea Florentina January 2015 (has links)
Being active in an online environment has become part of our day to day life. The protection of anonymity, invisibility and lack of authority on online platforms ranging from social media to gaming, allows people to act uninhibitedly in a setting often populated by foul language. Acting in an offensive manner while being online has been the subject of various studies, which range from behaviour in e-classrooms, to flaming used as means of entertainment, to cyber-bullying. This thesis examines the occurrences of offensive language usage in online gaming, specifically in World of Warcraft, and attempts to identify the triggers that lead to hostile communication within the game and to map the manner players act in flaming settings. A chat log analysis was used to comprise a list of most frequently utilized offensive words. A questionnaire was applied in order to collect data regarding players evaluation of these words, their mind set when in flaming situations and their reactions to and motivations of offensive behaviour. The research results show that, in flaming settings, players choose to either take a reactive stance and remove themselves from potentially offensive situations, or to act proactively and flame back or get the “flamers” punished. Furthermore, the results show that there are certain words, emotes and situations that are generally directly linked to volatile occurrences. In conclusion, gaming is no stranger to the shortcomings being online entails and a more balanced threshold for offensive behaviour acceptance must be re-established.
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Avatar identification and its effects on MMORPG game playSutton, April G. 06 October 2015 (has links)
No description available.
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Risk-taking and expenditure in digital roulette : examining the impact of tailored dynamic information and warnings on gambling attitudes and behavioursMcGivern, Paul R. January 2018 (has links)
Digital gambling is the fastest growing form of gambling in the world (Reilly & Smith, 2013a). Technological advancements continually increase access to gambling, which has led to increased social acceptance and uptake (Dragicevic & Tsogas, 2014) with Roulette being among the most popular games played both online and on Electronic Gaming Machines. In response, gambling stakeholders have drawn on the structural characteristics of gambling platforms to develop and improve Responsible Gambling (RG) devices for casual gamblers. Many RG data-tracking systems employ intuitive ‘traffic-light’ metaphors that enable gamblers to monitor their gambling (e.g. Wood & Griffiths, 2008), though uptake of voluntary RG devices is low (Schellinck & Schrans, 2011), leading to calls for mandatory RG systems. Another area that has received considerable RG research focus involves the use of pop-up messages (Auer & Griffiths, 2014). Studies have examined various message content, such as correcting erroneous beliefs, encouraging self-appraisal, gambling cessation, and the provision of personalised feedback. To date, findings have been inconsistent but promising. A shift towards the use of personalised information has become the preferred RG strategy, though message content and timing/frequency requires improvement (Griffiths, 2014). Moreover, warning messages are unable to provide continuous feedback to gamblers. In response to this, and calls for a ‘risk meter’ to improve monitoring of gambling behaviours (Wiebe & Philander, 2013), this thesis tested the impact of a risk meter alongside improved pop-up warning messages as RG devices for within-session roulette gambling. The thesis aimed to establish the optimal application of these devices for facilitating safer gambling behaviours. In support of the aims of RG research to evaluate the impact of devices on gambling attitudes and behaviours, the Elaboration Likelihood Model was identified as a suitable framework to test the proposed RG devices (Petty & Cacioppo, 1986). Both the interactive risk meter and pop-up messages were developed based on existing methods and recommendations in the RG literature, and examined via a series of laboratory-based roulette simulation experiments. Overall, results found the risk meter to be most effective when used as an interactive probability meter. Self-appraisal/Informative pop-up warnings were examined alongside expenditure-specific and hyrbid warnings. Findings showed that hybrid messages containing both types of information to be most effective, with optimal display points at 75%, 50%, 25% and 10% of remaining gambling credit. The final study tested both optimised devices (probability meter and hybrid messages). Results showed that using both RG devices in combination was most effective in facilitating reduced gambling risk and early within-session gambling cessation. Findings support the use of personalised, interactive RG devices using accurate context-specific information for the facilitation of safer gambling. The ELM was shown to be an effective model for testing RG devices, though findings suggested only temporary shifts in attitude change and a lack of impact on future gambling intentions. Overall, support for the implementation of RG devices that facilitate positive, temporary behaviour change that do not negatively impact on broader gambling attitudes or gambling enjoyment. Implications for theory, implementation, and RG frameworks are discussed, alongside recommendations for future research.
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Influence of Psychological Needs and Gaming Motivation on Well-Being of Adult GamersSterling, Rene 01 January 2017 (has links)
Adult online gaming is a fast-growing global entertainment industry, and many gamers spend more time playing games and less time engaging in work or other activities, which negatively affects their lives and relationships. This quantitative study addressed how psychological needs and gaming motivation predicted gaming behavior, life satisfaction, and relationship satisfaction using a mediational model. The theoretical foundation was self-determination theory, which addresses how personal choices are influenced by internal factors, especially psychological needs and motivation. An online survey was used to collect self-reported data from a convenience sample of 935 adult gaming participants using the Basic Needs Satisfaction in General Scale, the Gaming Motivation Scale, the Satisfaction with Life Scale, the Relationship Assessment Scale, and a short demographic questionnaire. Results of multiple regression analyses indicated gaming motivation was a significant mediator of life satisfaction and relationship satisfaction. However, gaming motivation was not a significant mediator of gaming behavior. Findings of this study indicate that for online gamers, quality of life (life satisfaction and relationship satisfaction) is enhanced when gaming motivation is high, suggesting that joy of gaming can positively influence other aspects of life, when psychological needs (autonomy, competence, and relatedness) are positive as well.
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Online Gaming and TeamworkJagad, Lakshmi, Ms. 01 December 2011 (has links)
This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
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Massively Multiplayer Online Gamers: Motivations and RisksWolfe, Amanda 01 May 2012 (has links)
Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Online and Offline Gaming as Support for English Education in Swedish Upper Elementary Schools with Focus on Reading Comprehension Online and Offline Gaming as Support for English Education in Swedish Upper Elementary Schools with Focus on Reading Comprehension : A literature review about online and offline gaming as a resource for developing English reading comprehension in Swedish schools in year 4-6Sandin, Ida January 2015 (has links)
The aim of this degree thesis is to see what research says about the use of computer and video games to support upper elementary pupils’ development in English reading comprehension in Swedish schools. Other goals are to see how online and offline gaming can be integrated in the Swedish schools and what attitudes teachers have towards gaming. The method used is a systematic literature review and the purpose is to analyze chosen articles and to find relevant content that answers the research questions. Five articles were chosen from different databases and were systematically analyzed in this thesis. The results show that online gaming as support for education can be rewarding for some upper elementary pupils in English learning. However, in English reading comprehension there is not much research found which means that more research needs to be made within this area. Moreover, involving online gaming in English language learning seems to be a challenge for teachers mostly because of their lack of knowledge about the subject, even though they are positive to gaming. The lack of knowledge about the subject could be altered with more education and courses in the area.
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Opportunities and risks in online gaming environmentsSanders, Benjamin George January 2016 (has links)
Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks. This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games. The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions. The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers. This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype.
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AN EXAMINATION OF SOCIAL ANXIETY, RELATIONSHIP SUPPORT, SELF-ESTEEM, PERSONALITY TRAITS, AND MOTIVATIONS FOR ONLINE GAMING AND INTERNET USAGEMarin, Jonathan William 01 December 2010 (has links)
The current study investigated how the constructs of social anxiety, relationship support, self-esteem, and personality traits may be related to overall Internet use, and using the Internet for communication, information seeking, entertainment and online gaming. Participants were 258 undergraduate college students (142 males, 116 females) at a Midwestern University, who identified as predominantly European-American (48.1%) or African-American (37.6%). Students completed self-report questionnaires in online format. Results were generally contrary to the study's hypotheses. This investigation found a positive relationship between the personality trait of Openness and student's overall time using the Internet (p < .01), as well as time spent engaging in online gaming (p < .05) and online information seeking (p < .01). Additionally, demographic variables were related to Internet usage such that a positive relationship was found between student's identification as an African-American and overall time using the Internet (p < .01), time spent communicating online (p < .01), and time spent utilizing online entertainment (p < .01). A positive relationship was also found between gender and time spent online gaming (p < .01), indicating that males engaged in online gaming at higher rates than females. This study also examined motivations for Internet usage and results indicated that frequently endorsed motivations were communicating with others, seeking entertainment, looking for information online, and coping with problems. Prior research has supported potential relationships between social anxiety, relationship support, self-esteem, and particular personality traits and Internet usage; however, the current study failed to find many of these relationships. The failure to find hypothesized relationships between numerous psychological variables and Internet usage could be related to numerous factors, such as changes in Internet usage over time, measurement concerns regarding instruments used in the current study, or differences in sample composition relative to previous research investigating these relationships.
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