The majority of the questions make no sense. What does purchase price have to do with the desire to play it, same for monthly price. I think that you may want to rethink your questions for this since price means little over the quality of the game.
Also...
The Purpose of this study was to find a relationship between various variables and MMORPG users and their usage. Previous research on video game usage has in general focused on aggression. This study is focused on sunk cost effect, addiction, social support, personality, and avatars. There has not been much research completed in the effects of the MMORPG game genre and their users. Most studies have focused on negative aspects, when there are also positive aspects to their usage as well.
To our knowledge, sunk cost has never been applied to online gaming or video games before. We want to explore if users experiencing a sunk cost could lead to an increase in game addiction. Sunk cost is when a person has some sort of investment in something, be it money or time. By having an initial investment of money or time the person feels forced to use the thing they have invested in. Arkers and Blumer (1985) is an early example of the sunk cost effect, where those who had purchased season theater tickets at the normal price used more theater tickets during the first half of the season than those who purchased tickets using either of two discounts. We are going to explore sunk cost in the realm of video game play because users of some MMORPG games, such as World of Warcraft, have to pay a monthly fee to continue game play online. Users having to pay to play could be causing an increase in addiction, as the user feels impelled to play more often to reduce sunk cost.
Much research has been done in the gaming world and the online world about personality. Our research is focusing on the “Big Five” personality traits and the relationship between the gamers’ personality and the personality of their avatar in the online world. Bessiere, Seay, and Kiesler (2007) found that each participant’s character, or avatar, was more similar to the participant’s actual self than to a random self. Players feel that they are more able to reveal themselves online, since they are not being judged by their appearance, gender, age, or any other personal information (Cole & Griffiths, 2007).
We also want to see if there is a correlation between personality type and social support both in the online world and the offline world. Internet users, who communicate their inner world online, will rely heavily on the internet for advice and information to help them understand their personal problems offline. Additionally, they also are the ones who frequently receive guidance and assistance from fellow users (Lueng & Lee, 2005). The rich-get-richer hypothesis, assumes that primarily extraverted adolescents use the Internet for online communication. Socially anxious adolescents turned less to the Internet than non-socially anxious adolescents, supporting the rich-get-richer hypothesis (Valkenburg & Peter, 2007). Those are just two examples of the numerous studies involving social support and personality.
Direct copy paste from the end of the survey. The last paragraph is my favorite. well YEA were going to use the internet to find answers, we actually know how to use it.
Last edited by Briggan : 06-07-2008 at 08:25 AM.
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