The phenomenona MMORPG-games – a qualitative study on MMORPG-games effects on the players life The aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: “the late modern society”. The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players. The study also reviled that the games can have different effects on the players and the amplitude of the effects depends on how deep the players involve themselves into the games. Furthermore the study showed that the players has a possibility to create identities in the MMORPG-games but it also showed that there are a conflict between the gameworld and the physical life where the gameworld is understood as the “secondary world”.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:su-37570 |
Date | January 2009 |
Creators | Bäckman, Susanna, Bel, Paula |
Publisher | Stockholms universitet, Institutionen för socialt arbete - Socialhögskolan, Stockholms universitet, Institutionen för socialt arbete - Socialhögskolan |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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