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dc.contributor.author Snodgrass, Jeffrey G. en_US
dc.contributor.author Dengah, H.J. Francois II en_US
dc.contributor.author Lacy, Michael G. en_US
dc.contributor.author Fagan, Jesse en_US
dc.contributor.author Most, David en_US
dc.contributor.author Blank, Michael en_US
dc.contributor.author Howard, Lahoma en_US
dc.contributor.author Kershner, Chad R. en_US
dc.contributor.author Krambeer, Gregory en_US
dc.contributor.author Leavitt-Reynolds, Alissa en_US
dc.contributor.author Reynolds, Adam en_US
dc.contributor.author Vyvial-Larson, Jessica en_US
dc.contributor.author Whaley, Josh en_US
dc.contributor.author Wintersteen, Benjamin en_US
dc.date.accessioned 2011-06-06T18:49:07Z en_US
dc.date.available 2011-06-06T18:49:07Z en_US
dc.date.issued 2012-01 en_US
dc.identifier.citation Games and Culture, 7(1) en_US
dc.identifier.issn 1555-4120 en_US
dc.identifier.uri http://hdl.handle.net/10524/11907 en_US
dc.description.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. en_US
dc.format.extent 39 pages en_US
dc.language.iso en-US en_US
dc.publisher SAGE en_US
dc.relation.uri http://gac.sagepub.com/ en_US
dc.rights © The Author(s) en_US
dc.subject massively multi-player online games (MMOG) en_US
dc.subject World of Warcraft en_US
dc.subject motivation en_US
dc.subject happiness en_US
dc.subject Internet addiction en_US
dc.subject.lcsh Ethnology en_US
dc.title Restorative Magical Adventure or Warcrack?: Motivated MMO Play and the Pleasures and Perils of Online Experience en_US
dc.type Article en_US
dc.type.dcmi Text en_US

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