Enhancing One Life Rather than Living Two: Playing MMOs with Offline Friends

dc.contributor.author Snodgrass, Jeffrey G.
dc.contributor.author Lacy, Michael G.
dc.contributor.author Dengah, H.J. Francois II
dc.contributor.author Fagan, Jesse
dc.date.accessioned 2011-06-06T18:49:48Z
dc.date.available 2011-06-06T18:49:48Z
dc.date.issued 2011
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.
dc.format.extent 41 pages
dc.identifier.citation Computers in Human Behavior 27(3):1211-1222
dc.identifier.issn 0747-5632
dc.identifier.uri http://hdl.handle.net/10524/11909
dc.language.iso en-US
dc.publisher Elsevier
dc.relation.uri http://dx.doi.org/10.1016/j.chb.2011.01.001
dc.rights Copyright © 2011 Elsevier Ltd All rights reserved.
dc.subject massively multi-player online games (MMOG)
dc.subject World of Warcraft
dc.subject social ties
dc.subject immersion
dc.subject problematic play
dc.subject Internet addiction
dc.subject.lcsh Ethnology
dc.title Enhancing One Life Rather than Living Two: Playing MMOs with Offline Friends
dc.type Article
dc.type.dcmi Text
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