Restorative Magical Adventure or Warcrack?: Motivated MMO Play and the Pleasures and Perils of Online Experience

Date
2012-01
Authors
Snodgrass, Jeffrey G.
Dengah, H.J. Francois II
Lacy, Michael G.
Fagan, Jesse
Most, David
Blank, Michael
Howard, Lahoma
Kershner, Chad R.
Krambeer, Gregory
Leavitt-Reynolds, Alissa
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SAGE
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Abstract
Combining perspectives from the new science of happiness with discussions regarding “problematic” and “addictive” play in multiplayer online games, we examine how player motivations pattern both positive and negative gaming experiences. Specifically, using ethnographic interviews and a survey, we explore the utility of Yee’s (2007) 3-factor motivational framework for explaining the positive or negative quality of experiences in the popular online game World of Warcraft. We find that playing to Achieve is strongly associated with distressful play, results that support findings from other studies. By contrast, Social and Immersion play lead more typically to positive gaming experiences, conclusions diverging from those frequently reported in the literature. Overall, we suggest that paying attention to the positive as well as negative dimensions of inhabiting these online worlds will both provide both for more balanced portraits of gamers’ experiences and also potentially clarify pathways toward problematic and addictive play.
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massively multi-player online games (MMOG), World of Warcraft, motivation, happiness, Internet addiction, Ethnology
Citation
Games and Culture, 7(1)
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39 pages
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© The Author(s)
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