The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Social Interactions in Massively Multiplayer Online Role-Playing Gamers
Abstract
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.
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Citations
Cites
The online disinhibition effect
Suler, J. (2004) · CyberPsychology & Behavior · doi:10.1089/1094931041291295 · Cited by 4,375
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778
Yee, N. (2006) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.15.3.309 · Cited by 1,276
Cited by
Social networking sites and addiction: Ten lessons learned
Kuss, D., & Griffiths, M. (2017) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph14030311 · Cited by 1,603
Self-citationInternet gaming addiction: current perspectives
Kuss, D. (2013) · Psychology Research and Behavior Management · doi:10.2147/prbm.s39476 · Cited by 498
Trepte, S., Reinecke, L., & Juechems, K. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.12.003 · Cited by 462
The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence
Griffiths, M. D. (2010) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-009-9229-x · Cited by 474
Self-citationProblematic internet use and psychosocial well-being among MMO players
Caplan, S., Williams, D., & Yee, N. (2009) · Computers in Human Behavior · doi:10.1016/j.chb.2009.06.006 · Cited by 449
Metadata
- Authors
- Cole, H., & Griffiths, M. D.
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2007-08
- Volume
- 10
- Issue
- 4
- Pages
- 575-583
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2012920605
- Cited by
- 1,025
- References
- 3
- FWCI
- 91.45
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.