The purpose of this paper was to study the information behaviour of players in an online computer game, namely the MMORPG1 World of Warcraft. To this end a survey was constructed to gather empirical data about the habits of players. In the survey the respondent was presented with four different scenarios and asked to first rank these by complexity and then answering which path they usually take to satisfy the informational need. The complexity was introduced as a possible contributing factor influencing the path taken. A study of different principles relevant to information behaviour was completed and in addition to the main theory, theory regarding social capital and information gatekeepers was included. Some background to what kind of different online games there are and what an MMORPG is. A total of 58 responses was collected and although the data wasn't deemed descriptive of the population as a whole, it showed quite clearly that within the context of World of Warcraft the most common way to fulfil an information need is by visiting a third-party website to obtain the needed information. Out of 229 possible responses spread over the four different scenarios, a staggering 177 answered that they visit a third-party website. This however resonates well with the principle of least effort, where a seeker always aim to use the path that over time results in the least effort.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-39695 |
Date | January 2011 |
Creators | Nyman, Nils |
Publisher | UmeƄ universitet, Sociologiska institutionen |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
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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