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dc.contributor.author Snodgrass, Jeffrey G. en_US
dc.contributor.author Lacy, Michael G. en_US
dc.contributor.author Dengah, H.J. Francois II en_US
dc.contributor.author Fagan, Jesse en_US
dc.date.accessioned 2011-06-06T18:49:48Z en_US
dc.date.available 2011-06-06T18:49:48Z en_US
dc.date.issued 2011 en_US
dc.identifier.citation Computers in Human Behavior 27(3):1211-1222 en_US
dc.identifier.issn 0747-5632 en_US
dc.identifier.uri http://hdl.handle.net/10524/11909 en_US
dc.description.abstract We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or ‘WoW’ for short. Research shows that players drawn to the interpersonal dimensions of online games are more prone to experience negative outcomes associated with their computer use. Our study suggests that it is not only whether online gamers seek meaningful social interactions that determine if WoW play becomes problematic, but exactly how players interact with others in online game-worlds. Specifically, levels of problematic WoW play depend on the extent gamers play with offline or ‘real-life’ friends and relations. Our survey data reveals both a direct relationship between playing WoW with offline friends and problematic online gaming and also an indirect one mediated by ‘immersion’ (defined as the extent that players feel like they are in a virtual world and in some cases actually their character). Interpreting these results through ethnographic and interview data, we suggest that playing WoW with real-life friends allows gamers to transfer in-game accomplishments and experiences into offline social networks. Rather than competing and conflicting with the world outside of the game, WoW played in this way tends to enhance gamers’ offline lives. Further, by keeping gamers in touch with perspectives outside of WoW, playing with real-life friends instills critical distance and greater awareness of how excessive play can damage offline commitments and relationships, allowing gamers to better monitor, evaluate, and ultimately regulate excessive game-play. en_US
dc.format.extent 41 pages en_US
dc.language.iso en-US en_US
dc.publisher Elsevier en_US
dc.relation.uri http://dx.doi.org/10.1016/j.chb.2011.01.001 en_US
dc.rights Copyright © 2011 Elsevier Ltd All rights reserved. en_US
dc.subject massively multi-player online games (MMOG) en_US
dc.subject World of Warcraft en_US
dc.subject social ties en_US
dc.subject immersion en_US
dc.subject problematic play en_US
dc.subject Internet addiction en_US
dc.subject.lcsh Ethnology en_US
dc.title Enhancing One Life Rather than Living Two: Playing MMOs with Offline Friends en_US
dc.type Article en_US
dc.type.dcmi Text en_US

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