A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture. (April 2013)
- Record Type:
- Journal Article
- Title:
- A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture. (April 2013)
- Main Title:
- A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture
- Authors:
- Snodgrass, Jeffrey G.
Dengah, H. J. Francois
Lacy, Michael G.
Fagan, Jesse - Abstract:
- Yee (2006) found three motivational factors— achievement, social, and immersion —underlying play in massively multiplayer online role-playing games ("MMORPGs" or "MMOs" for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents ( N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft ( WoW ; Blizzard Entertainment, 2004–2013). We relied on tools from psychological anthropology to reconceptualize each of Yee's three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how "cultural consonance" with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how "dissociative" blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee's original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.
- Is Part Of:
- Transcultural psychiatry. Volume 50:Number 2(2013)
- Journal:
- Transcultural psychiatry
- Issue:
- Volume 50:Number 2(2013)
- Issue Display:
- Volume 50, Issue 2 (2013)
- Year:
- 2013
- Volume:
- 50
- Issue:
- 2
- Issue Sort Value:
- 2013-0050-0002-0000
- Page Start:
- 235
- Page End:
- 262
- Publication Date:
- 2013-04
- Subjects:
- computer games -- immersion -- Internet addiction -- problematic MMO play
Psychiatry, Transcultural -- Periodicals
Social psychology -- Periodicals
Psychiatry -- Periodicals
Ethnopsychology -- Periodicals
Cross-Cultural Comparison -- Periodicals
Ethnopsychology -- Periodicals
Psychiatry -- Periodicals
616.89 - Journal URLs:
- http://tps.sagepub.com ↗
http://www.ingenta.com/journals/browse/sage/tps ↗
http://www.uk.sagepub.com/home.nav ↗ - DOI:
- 10.1177/1363461513487666 ↗
- Languages:
- English
- ISSNs:
- 1363-4615
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 26763.xml