Literature DB >> 19817566

First-person shooter games as a way of connecting to people: "brothers in blood".

Maria Frostling-Henningsson1.   

Abstract

This work seeks to understand young adults' motives for online gaming and extends previous research concerning social interaction in virtual contexts. The focus of the study is on Counter-Strike and World of Warcraft. Drawing on Baudrillard's concept of simulacra, an analysis of young gamers' motivation for gaming is carried out. The empirical data was generated employing a mix of qualitative methods such as researcher introspection, observation, and interviews with young adults in two different online gaming centers in Stockholm during 2006 and 2007. The results show that online gaming is foremost motivated by social reasons providing the gamers with a possibility of cooperation and communication. Some of the gamers in the study were motivated by escapism. Online gaming also provides gamers with an experience in which "flow" can be obtained and serves as a "hallucination of the real," making it possible to do things and try out behaviors that would be impossible to do or try in real life. The gamers felt that online gaming gave them more experiences than real life could provide. For research purposes, this work provides a better understanding of the motivational aspects for gamers.

Entities:  

Mesh:

Year:  2009        PMID: 19817566     DOI: 10.1089/cpb.2008.0345

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


  9 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.  More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder.

Authors:  Luther Elliott; Andrew Golub; Matthew Price; Alexander Bennett
Journal:  Games Health J       Date:  2015-04-14

3.  The Relationship Between Basic Needs Satisfaction, Self-determined Motivation, and Burnout in Korean Esports Players.

Authors:  Hee Jung Hong; Guy Wilkinson; Claudio M Rocha
Journal:  J Gambl Stud       Date:  2022-05-31

4.  The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

Authors:  Luther Elliott; Geoffrey Ream; Elizabeth McGinsky; Eloise Dunlap
Journal:  Int J Ment Health Addict       Date:  2012-08-07       Impact factor: 3.836

5.  Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems.

Authors:  Michelle Colder Carras; Anna Kalbarczyk; Kurrie Wells; Jaime Banks; Rachel Kowert; Colleen Gillespie; Carl Latkin
Journal:  Soc Sci Med       Date:  2018-09-24       Impact factor: 4.634

6.  Predicting Internet risks: a longitudinal panel study of gratifications-sought, Internet addiction symptoms, and social media use among children and adolescents.

Authors:  Louis Leung
Journal:  Health Psychol Behav Med       Date:  2014-03-31

7.  Motives for online gaming questionnaire: Its psychometric properties and correlation with Internet gaming disorder symptoms among Chinese people.

Authors:  Anise M S Wu; Mark H C Lai; Shu Yu; Joseph T F Lau; Man-Wai Lei
Journal:  J Behav Addict       Date:  2017-03-06       Impact factor: 6.756

8.  Online video games and patient-staff power relations. A qualitative study of care and custody in forensic psychiatry.

Authors:  Morten Deleuran Terkildsen; Harry G Kennedy; Christian Jentz; Lisbeth Uhrskov Sørensen
Journal:  J Psychiatr Ment Health Nurs       Date:  2022-01-07       Impact factor: 2.720

Review 9.  Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence.

Authors:  Jonathan Scott; Alison P Porter-Armstrong
Journal:  Psychiatry J       Date:  2013-03-28
  9 in total

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