Literature DB >> 23438267

Personality profiles associated with different motivations for playing World of Warcraft.

Lindsay T Graham1, Samuel D Gosling.   

Abstract

Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have shown that these motives are associated with individual differences such as gender and number of years spent playing online games. What other individual differences might affect why people play MMORPGs? Personality is known to be associated with in-game behaviors, raising the possibility of link between personality and gaming motives. The present study examines the relationship between gamers' Big Five personality traits and their motivations for playing World of Warcraft. Results reveal several links between a player's personality and gaming motivations. For instance, individuals playing to socialize tend to be high on extraversion, agreeableness, neuroticism, and openness, whereas individuals playing to gain a sense of achievement tend to be high on extraversion and neuroticism, but low on agreeableness and conscientiousness. Findings are discussed with respect to previous research on links between personality and motives in other MMORPGs and in terms of how and why the connections between personality and motives may differ across online and offline contexts.

Entities:  

Mesh:

Year:  2013        PMID: 23438267     DOI: 10.1089/cyber.2012.0090

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  9 in total

1.  Psychiatrists' Perceptions of World of Warcraft and Other MMORPGs.

Authors:  Eric Lis; Carl Chiniara; Megan A Wood; Robert Biskin; Richard Montoro
Journal:  Psychiatr Q       Date:  2016-06

2.  How musical are music video game players?

Authors:  Amanda C Pasinski; Erin E Hannon; Joel S Snyder
Journal:  Psychon Bull Rev       Date:  2016-10

3.  Relationships of internet gaming reasons to biological indicators and risk of internet gaming addiction in Korean adolescent male game users.

Authors:  Nahyun Kim; Mi Ja Kim; Tonda L Hughes; Hyeweon Kwak; In Deok Kong
Journal:  BMC Psychiatry       Date:  2020-06-30       Impact factor: 3.630

4.  Connected to TV series: Quantifying series watching engagement.

Authors:  István Tóth-Király; Beáta Bőthe; Eszter Tóth-Fáber; Győző Hága; Gábor Orosz
Journal:  J Behav Addict       Date:  2017-12-01       Impact factor: 6.756

5.  The Association Between Video Gaming and Psychological Functioning.

Authors:  Juliane M von der Heiden; Beate Braun; Kai W Müller; Boris Egloff
Journal:  Front Psychol       Date:  2019-07-26

6.  The role of family and personality traits in Internet gaming disorder: A mediation model combining cognitive and attachment perspectives.

Authors:  Melina A Throuvala; Mari Janikian; Mark D Griffiths; Mike Rennoldson; Daria J Kuss
Journal:  J Behav Addict       Date:  2019-02-11       Impact factor: 6.756

Review 7.  Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement.

Authors:  Eunhye Choi; Suk-Ho Shin; Jeh-Kwang Ryu; Kyu-In Jung; Shin-Young Kim; Min-Hyeon Park
Journal:  Behav Brain Funct       Date:  2020-02-03       Impact factor: 3.759

8.  Adolescent Internet gaming addiction and personality characteristics by game genre.

Authors:  Dongil Kim; JeeEun Karin Nam; Changmin Keum
Journal:  PLoS One       Date:  2022-02-10       Impact factor: 3.240

9.  Social anxiety and Internet gaming disorder: The role of motives and metacognitions.

Authors:  Claudia Marino; Natale Canale; Alessio Vieno; Gabriele Caselli; Luca Scacchi; Marcantonio M Spada
Journal:  J Behav Addict       Date:  2020-07-23       Impact factor: 6.756

  9 in total

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