MMORPG Research Papers - Academia.edu (original) (raw)

Mit diesem Titel liegt eine veröffentlichte Magisterarbeit vor, deren redaktioneller Beschreibungstext auf dem Buchrücken einen „Blick über den Tellerrand hinaus“ verspricht. Dieses Versprechen soll sich durch drei Leitaspekte einlösen,... more

Mit diesem Titel liegt eine veröffentlichte Magisterarbeit vor, deren redaktioneller Beschreibungstext auf dem Buchrücken einen „Blick über den Tellerrand hinaus“ verspricht. Dieses Versprechen soll sich durch drei Leitaspekte einlösen, die den Einfluss von virtuellen Welten auf das menschliche Verhalten fokussieren, zweitens das Suchtpotenzial und die Isolation von der Außenwelt thematisieren und drittens die neuen sozialen Komponenten beleuchten, die durch die ‚Begehung’ virtueller Welten ermöglicht werden.

O Universo Paralelo de Priston é uma reportagem do estilo “jornalismo gonzo” produzida para a disciplina de Jornalismo Literário do quarto semestre (2011/2) do curso de Comunicação Social - Habilitação em Jornalismo da Unochapecó. A... more

O Universo Paralelo de Priston é uma reportagem do estilo “jornalismo gonzo” produzida para a disciplina de Jornalismo Literário do quarto semestre (2011/2) do curso de Comunicação Social - Habilitação em Jornalismo da Unochapecó. A internet provocou uma transformação no conceito das comunidades humanas. Reflexo disso, comunidades nascem o tempo todo em todos os lugares, e a facilidade de entrar e sair delas, proporciona uma nova sociedade disforme. O objetivo de cada membro nessas novas comunidades também sofre alterações.

Psychological Sense of Community (PSOC) has been identified as beneficial to the development of identity and the building of resilience and well-being in everyday life in Australia. However, a decline in the experience of PSOC in society... more

Psychological Sense of Community (PSOC) has been identified as beneficial to the development of identity and the building of resilience and well-being in everyday life in Australia. However, a decline in the experience of PSOC in society has been associated with corresponding increases in loneliness, isolation and alienation. Some critics have identified computer games as playing a key role in social isolation and the weakening of communities. Are such criticisms fair? There is evidence that participating in virtual communities can contribute to a person‟s PSOC and that people who play some types of computer games have social motivations for playing. We studied the Sense of Virtual Community (SOVC) and relationship motivation experienced by players of three types of computer game: Stand-Alone Games; Local and Wide Area Network (LAN/WAN) Games, and Massively Multiplayer Online Role-Playing Games (MMORPG). Results show that those who play MMORPG have higher levels of SOVC than players of other types of games. They also show that those who play MMORPG and LAN/WAN games have higher levels of relationship motivation than players of Stand-Alone Games. The results suggest that, far from feeling isolated, the players of some types of computer game feel connected to others and derive a sense of community from their game playing.

The average Hardcore ΜΜORPG Gamer (HCG) has an equally strong feeling of two realities, that is, the in-game reality and the out-of-game reality, albeit with more effective expression of cognitive and social skills as well as with better... more

The average Hardcore ΜΜORPG Gamer (HCG) has an equally strong feeling of two realities, that is, the in-game reality and the out-of-game reality, albeit with more effective expression of cognitive and social skills as well as with better emotional functionality when being in-game. Recent research findings about the out-of-game environment demonstrate low quality of social and I-thou relationships. Most research focuses on the psychopathological characteristics of HCGs, while their positive personality traits are rarely described. In this analytical framework, we set out to examine the main differences between the in-game and the out-of-game profile of the HCG, as well as the general HCG profile's relation to the profile of the non-Gamer (NG), focusing on the positive personality traits. The present work is in progress and further analysis is undergoing.

This Honors Thesis examines American Values within the Massively Multiplayer Online Role Playing Game, World Of Warcraft. The thesis presents factors such as community identity and game specific ethics as a challenge to mainstream... more

This Honors Thesis examines American Values within the Massively Multiplayer Online Role Playing Game, World Of Warcraft. The thesis presents factors such as community identity and game specific ethics as a challenge to mainstream rhetoric's based on sensationalized reports and assumptions made by non-gamers about the significance and value of the game..

Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and despite inconsistencies in classification and limited data regarding the etiology of the condition, Internet gaming disorder has been included... more

Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and despite inconsistencies in classification and limited data regarding the etiology of the condition, Internet gaming disorder has been included in
Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement in a specific type of video game which has some inherent characteristics reinforcing its addictive nature: Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the
most recent and popular types of video games played worldwide, and problematic and uncontrolled involvement in playing MMORPGs is the most frequently reported activity by people seeking help for an Internet-related problem. In this chapter, we first described the specific structural characteristics of MMORPGs themselves (e.g., permanent world, reinforcement schedule, advancement systems, interface favoring social exchanges) and explained how they can increase their “addictive potential”. Then, the main psychological factors
(motives to play, impulsivity traits) were reviewed alongside neurobiological features (e.g., changes in neural circuitry involved in controlled regulation of behavior and reward drive) related to the development and maintenance of MMORPG addiction. The few available studies having tested the efficacy of
treatments targeting Internet and video game addictions were also briefly considered. Limitations of existing data are emphasized, and avenues for further research proposed (both at the theoretical and clinical levels).

There is an ongoing debate about the value of virtual friendship. In contrast to previous authorships, this paper argues that virtual friendship can have independent value. It is argued that within an Aristotelian framework, some... more

There is an ongoing debate about the value of virtual friendship. In contrast to previous authorships, this paper argues that virtual friendship can have independent value. It is argued that within an Aristotelian framework, some friendships that are perhaps impossible offline can exist online, i.e., some offline unequals can be online equals and thus form online friendships of independent value.

Although researchers have discussed the existence of a virtual self, or embodiment of human characteristics within an avatar, little known about how the virtual self influences a player’s behavior within a virtual environment. To better... more

Although researchers have discussed the existence of a virtual self, or embodiment of human characteristics within an avatar, little known about how the virtual self influences a player’s behavior within a virtual environment. To better understand this relationship, World of Warcraft game players were asked to complete personality-rating scales for both themselves and their avatars. In addition, in-world behavior was recorded and then analyzed using a behavioral assessment checklist. Results suggested a relationship between personality and behavior within the domain of agreeableness. Based on these findings, the researchers discuss implications for the construct known as the virtual self, as well as the inclusion of psychological systems design into the overall game design process.► We examine the relationship between personality and behavior in a virtual environment (VE). ► The emergence of a virtual self as a psychological component of VE software appears to exist. ► Results indicate a relationship along the domain of agreeableness.

In this paper we propose that Second Life (SL) might be an ideal plateau for novice fashion designers to experiment in their milieu and gains skills in design and a variety of other fashion related activities such as marketing and... more

In this paper we propose that Second Life (SL) might be an ideal plateau for novice
fashion designers to experiment in their milieu and gains skills in design and a variety of
other fashion related activities such as marketing and customer identification. First, we
address issues of demographics, social interaction and emotional involvement in SL.
Second, we compare and contrast the fashion industry with the SL fashion industry in an
effort to inform future research about the particularities of the SL market. Our analysis
suggests that SL demographics and identity of residents may not be indicative of SL
consumption and that SL fashion departs significantly from real life fashion in terms of
fashion cycles, products and the characteristics of a fashion designer’s occupation.

Digital games are significant for language learning not only as potentially useful new tools within the confines of traditional foreign language contexts, but more importantly, as new semiotic and cultural environments that construct, and... more

Digital games are significant for language learning not only as potentially useful new tools within the confines of traditional foreign language contexts, but more importantly, as new semiotic and cultural environments that construct, and are constructed by, social practices. In this chapter, we explore multiuser games as ontologically new social practices that warrant attention within the scope of language learning. In doing so, we specifically address two types of multiuser digital games – multiplayer online games (MMOGs) and synthetic immersive environments (SIEs) – and their role in research and practice. In terms of research, we suggest goal orientation and social consequence as two especially meaningful elements of multiuser digital games for language learning. We then highlight ways multiuser digital games might be meaningfully considered in educational practice. This includes a discussion of task-based approaches as well as literacy development.

In research on Massively Multiple Online Games and Worlds (MMOs) like World of Warcraft, Everquest or Second Life, the term “worldness” addresses how the various layers of a virtual world–the animated 3D pictorial spectacle, the... more

In research on Massively Multiple Online Games and Worlds (MMOs) like World of Warcraft, Everquest or Second Life, the term “worldness” addresses how the various layers of a virtual world–the animated 3D pictorial spectacle, the interactive world of mobile nonplayer
characters, the virtual community of other players– all hang together as an autonomous “world.” This article deploys Bakhtinian concepts of chronotopes operating at different scales to explore the worldness of one such online “world” (Ryzom’s Atys). I will show that these different layered chronotopes become visible at moments of crisis. In each crisis, the chronotopic worldness of Atys affords developers and players not only a domain for potential conflict, but also political collaboration and engagement.
(This is a prepublication draft, please contact me for the published paper)

L’accroissement du nombre des communautés virtuelles est indéniable. Notre article s’intéresse à un type de communautés virtuelles : les mondes virtuels, plus précisément, les MMO/MMORPG. Pour l’année 2011,... more

L’accroissement du nombre des communautés virtuelles est indéniable. Notre article s’intéresse à un type de communautés virtuelles : les mondes virtuels, plus précisément, les MMO/MMORPG. Pour l’année 2011, Newzoo (2011) estime que le segment des MMO/MMORPG, au niveau mondial, atteindrait 2,6 milliards de dollars, et la niche
française s’élèverait à 250 millions d’euros. Au deuxième trimestre 2011, KZero a recensé 1,4 milliard de comptes enregistrés d’utilisateurs de mondes virtuels, au niveau mondial. Nous définissons les MMO/MMORPG comme un monde persistant, construit grâce à des moyens informatiques et interactifs. Ils forment un réseau d’individus où les personnes se connectent simultanément sans aucune restriction de nombre. Les individus sont représentés par leur avatar. Malgré la diversité de ces mondes virtuels, deux notions essentielles caractérisent les MMO/MMORPG : la persistance et les relations sociales. Des recherches académiques ont été menées pour répertorier les facteurs motivationnels des utilisateurs de MMO/MMORPG.
L’objectif central de notre article est de comprendre la perception de l’expérience virtuelle par
les non-utilisateurs de ces mondes virtuels. Nous avons adopté une démarche exploratoire.
Nous avons organisé deux entretiens collectifs, qui réunissaient les utilisateurs et les non-
utilisateurs. L’analyse du discours des participants nous a permis d’explorer les freins empêchant le vécu de ce type d’expérience virtuelle. Nous nous sommes intéressés à la
perception des caractéristiques des MMO/MMORPG de nos interviewés. Pour les « non joueurs », le concept de persistance n’est pas assimilé. Alors, ils se réfèrent à leur expérience en tant qu’utilisateurs d’Internet, ce qui fait naître un sentiment de peur de succomber à
l’addiction des MMO/MMORPG. Le second critère, les relations sociales, implique la présence de normes sociales, de l’emploi d’un vocable spécifique et de l’évolution au travers
d’un avatar. Ces notions sont inconnues pour les « non joueurs ». Ils se réfèrent à leurs expériences antérieures de jeux vidéo, qui diffèrent des MMO/MMORPG. Ce qui engendre des incompréhensions. Ils scindent le réel et le virtuel, car, selon eux, le jeu évolue, exclusivement, dans la sphère virtuelle et rien de concret ne peut impacter le monde réel, ni même des relations sociales.

The presentation from April 11th, 2015 "The Therapeutic and Educational Uses of Role-Playing Games (RPG) as Intervention Modalities for Individuals and Groups from the Therapeutic Recreation Perspective" at Seattle Children's Hospital for... more

The presentation from April 11th, 2015 "The Therapeutic and Educational Uses of Role-Playing Games (RPG) as Intervention Modalities for Individuals and Groups from the Therapeutic Recreation Perspective" at Seattle Children's Hospital for the Washington State Therapeutic Recreation Association (WSTRA) 16th annual conference. The live version of this presentation was certified for Continuing Education Units (CEU's) by the American Therapeutic Recreation Association (ATRA).
Provides in-depth information about all forms of role-playing games (tabletop, live-action (LARP), computer-based, and choose your own adventure), how they benefit users in normal diversional use, how professional may use them in standard approaches to achieve client goals, and how they may be modified to meet specific client needs.

Aspekty funkcjonowania gier cyfrowych we współczesnej kulturze: Studia przypadków to zbiór studiów poświęconych zarówno teoretycznemu, jak i praktycznemu wymiarowi badania gier cyfrowych. Centralny punkt zainteresowania tej książki... more

Aspekty funkcjonowania gier cyfrowych we współczesnej kulturze: Studia przypadków to zbiór studiów poświęconych zarówno teoretycznemu, jak i praktycznemu wymiarowi badania gier cyfrowych. Centralny punkt zainteresowania tej książki stanowią dwa zagadnienia związane z badaniem gier. Pierwszym z nich, będącym jednocześnie głównym celem tej publikacji, jest uporządkowanie terminologii związanej z grami oraz wyjaśnienie niejasności obecnych w tłumaczeniu i stosowaniu terminów w międzynarodowym dyskursie groznawczym oraz opisanie cech właściwych grom cyfrowym. Drugie zagadnienie stanowią rozmaite zjawiska związane z grami cyfrowymi, zbliżające do siebie graczy i twórców oraz takie, które sprzyjają łączeniu się graczy, tworzeniu społeczności i kreowaniu tożsamości. Książka skierowana jest do badaczy gier, a także do osób dopiero zapoznających się z tą tematyką.

The paper makes some remarks about the language variety spoken and written in online gaming communities through a quantitative analysis of the lexicon composition, subsequently discussing the role of common words, toponyms, and... more

The paper makes some remarks about the language variety spoken and written in online gaming communities through a quantitative analysis of the lexicon composition, subsequently discussing the role of common words, toponyms, and anglicisms. Furthermore, the study highlights the extension of the technical terminology and the importance of the jargon: the technical terminology is needed to distinctly denote a large group of complex and exclusive referents, while the role of jargon words is to define and preserve the group identity; the combination of these two elements makes texts written by gamers hard to understand, and it forces new members of a community to follow a learning process based on prolonged social interactions.
The broadest part of the article consists of a glossary that gathers a selection of unique terms extracted from Massively Multiplayer Online Role-Playing Games chats. Each entry contains information about the meaning of the associated word, its formation, its distribution and, in some cases, a list of its variants and synonyms. The glossary exhibits a large amount of loanwords, both integrated and non–integrated, and calques, whereas derivatives and compound words are rare. However, the more common word–formation processes are the verbalization of English nouns and the contraction of words that causes a considerable linguistic variation.

This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct validity analyses indicate that the proposed CA scale... more

This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct
validity analyses indicate that the proposed CA scale has a significant relationship with self-esteem, addiction, game enjoyment, and time spent playing games; all of these relationships are predicted by theory. Additionally, CA levels for role-playing games differ significantly from CA levels of other character-driven games.

In this paper we articulate an empirical approach to the study of social action in digitallymediated contexts. Our approach extends Carl Couch’s theory of cooperative action, which is based on a set of “elements of sociation”:... more

In this paper we articulate an empirical approach to the study of social action in digitallymediated contexts. Our approach extends Carl Couch’s theory of cooperative action, which is based on a set of “elements of sociation”: acknowledged attentiveness, mutual responsiveness, congruent functional identities, shared focus, and social objective. Three additional elements of sociation, adapted from studies of jazz performance, are added to the list of elements that characterize coordinated action: a formal theory of task performance, an informal theory of task performance, and synchronicity of individual actions. Using audio-visual recordings of gameplay, the minutiae of social action were captured and subjected to repetitive, reflexive and collaborative analysis in order to identify these patterns, including their potential causes and consequences. We use data from two games—the single-player real-time strategy game Eufloria and the massively multiplayer online game World of Warcraft...

Early virtual worlds – the text MUDs that dominated the first 20 years of the genre’s existence – prided themselves on the degree to which they were realistic. Ones in which bags could contain bags containing bags would disparage ones... more

This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively... more

This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.

Today's massively multiplayer online role-playing games are the direct descendants of the textual worlds of the 1980s, not only in design and implementation terms, but also in the way they are evolving thematically. Thus far, they have... more

Today's massively multiplayer online role-playing games are the direct descendants of the textual worlds of the 1980s, not only in design and implementation terms, but also in the way they are evolving thematically. Thus far, they have faithfully mirrored the path taken by their forebears. If they continue to do so, what can we expect of the graphical worlds of the future?

The growth in the populations of Massively Multiplayer Online Role Playing Games (MMORPGs) has stopped growing since 2009. The arguments for why this has happened typically focus on the humans that play them whether that be psychological,... more

The growth in the populations of Massively Multiplayer Online Role Playing Games (MMORPGs) has stopped growing since 2009. The arguments for why this has happened typically focus on the humans that play them whether that be psychological, financial, or lifestyle factors. However, these previous enquiries have failed to address MMORPG players as both a result of not just the human and social, but also of technological actants. Through the semi-structured interviews of sixteen participants obtained through a snowball sampling strategy within the MMORPG of Final Fantasy XIV, this thesis uses a novel application of Actor Network Theory to trace their MMORPG play. This led to the uncovering of important non-human, technological actants, that formed an important part of the construct of MMORPG play and the player itself, and, have been underserved by previous research. The first finding is that humans, more specifically, those who study participants considered as “friends” throughout MMORPG play were actually found to be fragile and non-essential to sustaining that play; the second finding is that humans do not hold as privileged a position within the sphere of MMORPG play and development, and that non-human, technologies often have as dramatic an effect on play; thirdly, this thesis finds that the way in which MMORPG play occurred and MMORPG players came to be could not be classified with rudimentary taxonomies as had been attempted previously, rather each occurrence of play and each player construct was unique through formation; and, finally, the fourth finding is that how one eventually comes to be an MMORPG player is the realisation of a complex tapestry of potentialities, sometimes years in the making. These findings through the application of Actor Network Theory alter the current understanding of the MMORPG player and allow us to answer the thesis question of “how have we misunderstood MMORPG play?”

In 2016, Hillary Clinton was nominated as the first female presidential candidate of a major party in a United States election and Sylvanas Windrunner was appointed as the first female Warchief of the Horde in the fictional land of... more

In 2016, Hillary Clinton was nominated as the first female presidential candidate of a major party in a United States election and Sylvanas Windrunner was appointed as the first female Warchief of the Horde in the fictional land of Azeroth in which the popular MMORPG World of Warcraft is set. This article is a rhetorical analysis of how authority and ethos were constructed by, respectively, Lady Sylvanas and Garrosh Hellscream in the World of Warcraft and Hillary Clinton and Donald Trump in the 2016 United States election. As well as investigating issues of race and gender, it explores how these four figures deploy what Richard Weaver has termed "charismatic" and "ultimate" terms to establish the legitimacy of their actions and positions. This paper was published in Popular Culture Review 29.1 (Spring 2018): 31-50. It is an open access journal; the link is posted below.

“Curiouser and curiouser!” – Alice, Alice’s Adventures in Wonderland (Carroll 1865). “We will go to the Emerald City and ask the Great Oz how to get back to Kansas again.” – Dorothy, The Wonderful Wizard of Oz (Baum 1900). According to... more

Online computer games are increasingly seen by game studies and industry as `more than games', i.e., places where players form and maintain relationships by playing together. However, currently, these practices of playing together and... more

Online computer games are increasingly seen by game studies and industry as `more than games', i.e., places where players form and maintain relationships by playing together. However, currently, these practices of playing together and their roles for gameplay and the relationships of the players are not presented and explained in an integrated manner. In this context, my research focused on exploring social aspects within and around two online games, World of Warcraft and Star Kingdoms. Specifically, I investigated the emerging practices of playing together with fellow players, friends, family and romantic partners and their functions in an integrated fashion. To achieve this aim, an ethnographic study was conducted (using participant observation and semi-structured interviews) and the data were analysed qualitatively and quantitatively through a ritualisation framework inspired by a multidisciplinary perspective on secular ritual (coming from anthropology, communication and media studies and social psychology). Within this framework, ritual and ritualized play (but also ritualization as a process) were defined as referring to practices through which the game is enriched with new meanings that go beyond the game being `just a game'. These new meanings include those centered on relationships/social interactions and identity. Thus, many gamers play computer games not only for their gameplay, but also for the relationships/interactions established and/or maintained through them. In addition to their value for anthropology, social psychology and communication studies, these findings are particularly useful for game developers and UX designers, who have to find ways to accommodate and support these relationships/interactions via game design, alternative media or marketing strategies.

Online gaming "worlds," virtual places where people meet other people as virtual avatars, are designed using the same process that theme parks designers use. But they are built in the electrons of virtual space versus in the "brick and... more

Online gaming "worlds," virtual places where people meet other people as virtual avatars, are designed using the same process that theme parks designers use. But they are built in the electrons of virtual space versus in the "brick and mortar" world. Some gamers and social scientists say these games are like Disney theme parks. Some say they are sandboxes and others discuss how such games are tools to learn to maneuver in real life. This short essay discusses these various roles.

This paper describes various pitfalls associated with the notion of real-world ownership of virtual property, taken from the perspective of a developer of virtual worlds. It makes no commentary on the positives of virtual property;... more

This paper describes various pitfalls associated with the notion of real-world ownership of virtual property, taken from the perspective of a developer of virtual worlds. It makes no commentary on the positives of virtual property; rather, it assumes that the reader already regards the concept favourably or as inevitable, and is performing due diligence to discover the extent of any downside to it. Five pitfalls are summarised in total, of which one is philosophical, two are law-related and two are concerned with gameplay.

This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants... more

This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.► Problematic massively multiplayer online role playing game users’ personality. ► MMORPG play correlated with low functional impulsivity and high verbal aggression. ► Problematic, non-problematic players and non-players were compared. ► Problematic players were lower in self regulation. ► Problematic players were also lower in dysfunctional impulsivity and agreeableness.

Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real-world problems. Though a relationship between escapism and deteriorated well-being has been established,... more

Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real-world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In the current study, we examined this topic by testing an integrative model of MMORPG escapism, which includes game realism beliefs, gaming time, offline social support, and online social support for offline problems. MMORPG players (N = 1,056) completed measures of escapist motivation, game realism beliefs, social support, well-being, and reported gaming time. The tested structural equation model had a good fit to the data. We found that individuals with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, which, in turn, increased online support but decreased offline social support. Well-being was favorably affected by both online and offline social support, although offline social support had a stronger effect. The higher availability of online social support for offline problems did not compensate for the lower availability of offline support among MMORPG escapists. Understanding the psychological factors related to depletion of social resources in MMORPG players can help optimize MMORPGs as leisure activities.

The aim of this study was to investigate (a) the mediating role played by the fear of missing out (FoMO) between social identity and online game addiction, and (b) the moderating role of the need to belong in the indirect relationship... more

The aim of this study was to investigate (a) the mediating role played by the fear of missing out (FoMO) between social identity and online game addiction, and (b) the moderating role of the need to belong in the indirect relationship between social identity and online game addiction. This model was examined among 318 MMORPGs gamers. Gamers completed surveys regarding social identity, FoMO, the need to belong and online game addiction. Results demonstrated that the impact of social identity on online game addiction can be fully mediated by gamers' FoMO. Furthermore, this indirect relationship was moderated by the need to belong in the first stage of the mediation process, such that the path from social identity was stronger in the context of greater need to belong.