Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth

被引:239
作者
Billieux, Joel [1 ,2 ,3 ]
Van der Linden, Martial [2 ,4 ]
Achab, Sophia [3 ,5 ]
Khazaal, Yasser [3 ]
Paraskevopoulos, Laura [2 ]
Zullino, Daniele [3 ]
Thorens, Gabriel [3 ]
机构
[1] Catholic Univ Louvain, Psychol Sci Res Inst, B-1348 Louvain, Belgium
[2] Univ Geneva, Cognit Psychopathol & Neuropsychol Unit, Dept Psychol, Geneva, Switzerland
[3] Univ Hosp Geneva, Addictol Div, Dept Mental Hlth & Psychiat, Geneva, Switzerland
[4] Univ Liege, Cognit Psychopathol Unit, Dept Psychol, Liege, Belgium
[5] Univ Franche Comte, EA Neurosci Lab 481, F-25030 Besancon, France
关键词
Massively multiplayer online role-playing games; Motivation; Longitudinal; World of Warcraft; Virtual worlds; Internet addiction; INVOLVEMENT; ADDICTION;
D O I
10.1016/j.chb.2012.07.021
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study investigates in detail the relationships between self-reported motives and actual in-game behaviours. We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have their avatar monitored for 8 months. Participants completed an initial online survey about their motives to play. Their actual in-game behaviours were measured through the game's official database (the Armory website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors of fast progression in the game. In addition, although specific associations exist between problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that high involvement in the game is not necessarily associated with a negative impact upon daily living. (C) 2012 Elsevier Ltd. All rights reserved.
引用
收藏
页码:103 / 109
页数:7
相关论文
共 17 条
[1]   Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population [J].
Achab, Sophia ;
Nicolier, Magali ;
Mauny, Frederic ;
Monnin, Julie ;
Trojak, Benoit ;
Vandel, Pierre ;
Sechter, Daniel ;
Gorwood, Philip ;
Haffen, Emmanuel .
BMC PSYCHIATRY, 2011, 11
[2]  
Bartle R. A., 1996, Journal of MUD research
[3]   Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafe Players [J].
Billieux, Joel ;
Chanal, Julien ;
Khazaal, Yasser ;
Rochat, Lucien ;
Gay, Philippe ;
Zullino, Daniele ;
Van der Linden, Martial .
PSYCHOPATHOLOGY, 2011, 44 (03) :165-171
[4]  
Carver C.S., 2008, Perspectives on personality
[5]   Distinguishing addiction and high engagement in the context of online game playing [J].
Charlton, John P. ;
Danforth, Ian D. W. .
COMPUTERS IN HUMAN BEHAVIOR, 2007, 23 (03) :1531-1548
[6]   Player guild dynamics and evolution in massively multiplayer online games [J].
Chen, Chien-Hsun ;
Sun, Chuen-Tsai ;
Hsieh, Jilung .
CYBERPSYCHOLOGY & BEHAVIOR, 2008, 11 (03) :293-301
[7]   Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey [J].
Dauriat, Francesca Zanetta ;
Zermatten, Ariane ;
Billieux, Joel ;
Thorens, Gabriel ;
Bondolfi, Guido ;
Zullino, Daniele ;
Khazaal, Yasser .
EUROPEAN ADDICTION RESEARCH, 2011, 17 (04) :185-189
[8]   Demographic factors and playing variables in online computer gaming [J].
Griffiths, MD ;
Davies, MNO ;
Chappell, D .
CYBERPSYCHOLOGY & BEHAVIOR, 2004, 7 (04) :479-487
[9]   Breaking the stereotype: The case of online gaming [J].
Griffiths, MD ;
Davies, MNO ;
Chappell, D .
CYBERPSYCHOLOGY & BEHAVIOR, 2003, 6 (01) :81-91
[10]   French Validation of the Internet Addiction Test [J].
Khazaal, Yasser ;
Billieux, Joel ;
Thorens, Gabriel ;
Khan, Riaz ;
Louati, Youssr ;
Scarlatti, Elisa ;
Theintz, Florence ;
Lederrey, Jerome ;
Van Der Linden, Martial ;
Zullino, Daniele .
CYBERPSYCHOLOGY & BEHAVIOR, 2008, 11 (06) :703-706