Literature DB >> 15667054

Lifestyles of virtual world residents: living in the on-line game "lineage".

Leo Sang-min Whang1, Geunyoung Chang.   

Abstract

This study was conducted to explore the lifestyles of online game players who have adopted the virtual world as part of their life. An online survey was conducted on players of an Internet-based game, Lineage. Lineage is the largest online game where people assume new identities and play various roles in a virtual environment, accommodating over 6 million users worldwide. A total of 4,786 game players participated in this survey, and their lifestyles were compared with their values and attitudes in the virtual world. Upon classification of their real-world lifestyles, their tendencies and desires were compared to lifestyles in the virtual world. This study showed that game players have developed their own distinctive lifestyles, and their lifestyles were a strong criterion for explaining behavior patterns and desires in the virtual world. Lifestyles were classified into three general categories: (1) single-oriented player, (2) community-oriented player, and (3) off-Real world player. Each group displayed distinct differences in their values and game activities, as well as in their anti-social behavior tendencies. The differences reflected not only their personality but also their socio-economic status within the virtual world, which is constructed through game activities. This study serves as a model to understand how players from different real-life backgrounds will behave in various game features and how they adopt the virtual world for their new social identities.

Entities:  

Mesh:

Year:  2004        PMID: 15667054     DOI: 10.1089/cpb.2004.7.592

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  5 in total

1.  Communication, opponents, and clan performance in online games: a social network approach.

Authors:  Hong Joo Lee; Jaewon Choi; Jong Woo Kim; Sung Joo Park; Peter Gloor
Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-06-07

2.  Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology.

Authors:  A E J Van Gaalen; J Schönrock-Adema; R J Renken; A D C Jaarsma; J R Georgiadis
Journal:  JMIR Serious Games       Date:  2022-04-04       Impact factor: 3.364

Review 3.  A Tripartite Neurocognitive Model of Internet Gaming Disorder.

Authors:  Lei Wei; Shuyue Zhang; Ofir Turel; Antoine Bechara; Qinghua He
Journal:  Front Psychiatry       Date:  2017-12-14       Impact factor: 4.157

4.  Avatar identification and problematic gaming: The role of self-concept clarity.

Authors:  Raquel Green; Paul H Delfabbro; Daniel L King
Journal:  Addict Behav       Date:  2020-10-07       Impact factor: 3.913

5.  Player-avatar interactions in habitual and problematic gaming: A qualitative investigation.

Authors:  Raquel Green; Paul H Delfabbro; Daniel L King
Journal:  J Behav Addict       Date:  2021-07-08       Impact factor: 6.756

  5 in total

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