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  #1  
Unread 06-06-2008, 03:52 PM
eksearcher eksearcher is offline
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Default MMORPG Research

Hi I am a researcher doing undergraduate research about videogames. I would really appreciate your help. I also understand if you are interested because most of this research is used to fuel the fire of video games being bad.

I am a researcher working in conjunction will Dr. Dan Florell and his research team at Eastern Kentucky University. I am conducting a study on MMORPG game usage. You will be asked to complete a questionnaire covering the various aspects of your online gaming experience. Your participation should take no longer than 30 minutes.

Participation is voluntary and you have the right to refuse to answer any question or withdraw from the study at any time without giving prior notice. Your responses will be completely anonymous. After you complete the session you will be given an explanation of the study. If you would like to know the results of this study you may e-mail me at [email protected]

• If you are over the age of 18
• Wish to participate in this study;
• If all of your questions have been answered please click the link below.

http://www.surveymonkey.com/s.aspx?s...2foAv9xg_3d_3d
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  #2  
Unread 06-07-2008, 05:31 AM
gm9 gm9 is offline
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The questions don't make much sense to me, I don't think anybody will play a game more or less often depending on its purchase price.
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Unread 06-07-2008, 08:20 AM
Briggan Briggan is offline
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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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  #4  
Unread 06-07-2008, 11:24 AM
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Hi, my name is Drumstix42 and I have a problem.

That problem is sarcasm. Ohh, and not having enough hours in the week to play more games! But honestly, I'm not really sure why I filled half of that out.

I agree with the above. The questions were kinda out of left field.
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Unread 06-07-2008, 02:07 PM
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Page 2 sections 7-11 make no sense at all to me. I can answer 7, but it's a solid column of "daily". If the game's highly desirable I'm probably going to play it daily (RL permitting), unless the budget doesn't permit playing it at all in which case the question is irrelevant. 8-11 simply provided no sensible answers I could choose. The overall impression I get here is that the survey's forcing a result here, it simply doesn't allow for answers in these sections that don't fit the "cost and desirability are related in some way" model. The researcher might be advised to redesign their survey to separate the variables they're trying to analyze. I didn't bother going any further.
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Unread 06-07-2008, 02:08 PM
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Quote:
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.
I love these studies. They are so flawed and one-sided. O hai thar! Were going to do this study see, and instead of going out and doing real research and testing, were just going to get these 40 year old virgins who play Warcraft and ask them a bunch of questions!

lol

From my experience, both personal and otherwise. Ive been on the internet since the 90s... before that it was just computers. And my own observations is that the most extroverted people are the less likely ones to have a great understanding of the net, they can use it sure, but they dont know the ins and outs. The introverted (shy) folks are the ones with huge websites, blog stuff daily or even hourly. They chat for hours, are very social in any mmos they play. In otherwords, not being able to see the people they are talking too, they are able to open up a lot more.

I fall into the introverted category. You can get just about anything out of me, and draw me into discussions, debates and arguements that I would never get into in person.

Do some real research, then go and make up your questions.


Also. this person admitted to using this "study" to add to the claim that video games are bad... why are they coming here to a place where gamers are, if they want make us look like dysfunctional knuckle-draggers? Go find some fundie site that thinks video games are satanic.
AND another thing... surveys that are using the rarely-sometimes-often-always model are fundamentally flawed as they lack any option of neutrality. Because the "sometimes" option still leads you into well I still do it, but only once in a while. It needs a "no opinion" type of answer. Or just do a fill in the blank.

Last edited by kitsuneshoujo : 06-07-2008 at 02:16 PM.
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  #7  
Unread 06-07-2008, 05:34 PM
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lol.

Isn't there a new disease that just popped up caused by video games?

lol.
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  #8  
Unread 06-24-2008, 10:58 AM
eksearcher eksearcher is offline
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Default Thank You

Thank you members of this forum site for participating in this survey we will be closing the collection of the data after the 4th of July weekend. I would also like to thank the site administrator's who allowed us to post. Research on this topic would be impossible without participants like yourselves. Feel free to contact me about the study at my email address [email protected]. Results should be posted in the fall and a couple of papers may result from this study.
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  #9  
Unread 06-24-2008, 11:12 AM
gm9 gm9 is offline
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Quote:
Originally Posted by eksearcher View Post
Thank you members of this forum site for participating in this survey we will be closing the collection of the data after the 4th of July weekend. I would also like to thank the site administrator's who allowed us to post. Research on this topic would be impossible without participants like yourselves. Feel free to contact me about the study at my email address [email protected]. Results should be posted in the fall and a couple of papers may result from this study.
You apparently not even reading what was posted in response to you falls right in line with you putting up an alleged University survey with questions forcing a specific result and thus being scientifically quite useless.
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Unread 06-24-2008, 04:25 PM
Arremis Arremis is offline
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I can't wait to see the results of this study lol.
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Unread 06-24-2008, 05:00 PM
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*nods*

I have bought expesive games and played them 5 minutes and a £5 game that I have played for hours

The price would only effect whether I bought it or not.

If the game was good, it wouldn't matter how much it cost.

I tried, but couldn't answer your questions. Sorry
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Unread 06-24-2008, 06:13 PM
jazmania jazmania is offline
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And is it me or were the questions not phrased to the level you would expect by a University. Scientific studies are generally done by the research department with the help of students, therefore questions would be checked for spelling and grammatical errors.

And I will have to say that I am the example that breaks the rules. I am extroverted and yet love games and the internet to further socialize.

Last edited by jazmania : 06-24-2008 at 06:16 PM.
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  #13  
Unread 06-25-2008, 03:51 AM
gm9 gm9 is offline
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Originally Posted by jazmania View Post
And I will have to say that I am the example that breaks the rules. I am extroverted and yet love games and the internet to further socialize.
I don't think there is such a rule. At least nobody would ever get the idea to call me introverted IRL.
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Unread 06-25-2008, 09:10 AM
Landiin Landiin is offline
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Oh the big XXverted words; I'm just simply perverted
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Unread 06-25-2008, 10:14 AM
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Oh the big XXverted words; I'm just simply perverted
You mean we now evolved from simply grumpy old men to dirty old men? Yeah, I guess that was inevitable!
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Unread 07-22-2008, 11:09 PM
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Originally Posted by gm9 View Post
You mean we now evolved from simply grumpy old men to dirty old men? Yeah, I guess that was inevitable!
Evolved ! ... No that was a scientific upgrade inspired by those wonderful little pills that make your "sword" harder
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Unread 07-23-2008, 02:04 AM
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/wave Laffs, good to see you
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Unread 08-07-2008, 09:16 AM
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Default MMORPG Research , Results thank you for your help

Here is a summary of the findings from my research that I posted on this website. I would like to thank all of you who participated in this research. If you have any questions please email at clyde_jamison1@eku. There may be future publications and presentations that will result from this research.

Addiction, Socializing, and Personality Expression in MMORPGs: Reasons Why Users Play

The purpose of this project was to investigate why gamers are playing MMOs and MMORPGs. We investigated personality, addiction, social support, sunk costs of money, and avatar personality. We investigated whether or not addiction to video games was related to frequency of game play due to sunk costs of money. It was investigated if there was a relationship between online social support and addiction. Also, we explored the link between personality online and offline for extraverts. Lastly, we also investigated social support both online and offline for extraverts.

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. For this study we investigated sunk costs of money to see if higher sunk costs would lead to more frequent game play. There are two principles of sunk cost that must be understood to understand the feelings and thoughts a consumer experience. One of those principles is wastefulness. Feelings of wastefulness occur in a consumer when they do not use or fully use with they have purchased. Another principle to understand is commitment. Commitment occurs when a consumer pays a membership fee or when a person is the creator of an endeavor (Dick & Lord, 1998; Ayton & Arkes, 1998). This makes consumer use that product more validating the fee.

We investigated whether the costs of money for a game would affect the frequency of game play in a gamer. Sunk cost was divided into three different scenarios the monthly fees, the initial purchase of a game, and if a game was given by a relative. In the monthly fee scenario it was found that a game that had no monthly fee was played as much as a game that had a $10 or $15 monthly fee. When the fee was over $20 game play dropped greatly. When looking at just purchasing the game, there was a mild increase in frequency when comparing those who paid $20 to buy a game to those who paid $60. If they paid $60 they would play more. The game being given to the gamer by a relative had no effect on the gamer time gaming.

After investigating the sunk costs of a game, we investigated whether or not there is a relationship between addiction and sunk cost. An addiction has been defined as any behavior that is excessive and compulsive in nature. This behavior takes over the addicted life and can cause psychological and physical problems if they do not satisfy their addiction (Mendelson & Mello, 1986). Video game addiction takes on similar characteristics of other addictions; as being excessive, compulsive, and potentially crippling in nature. To test addiction we used a seven item addiction scale that measured all of the DSM IV’s symptoms of addiction (Lemmens, Valkenburg, Peter, in press).

It was found that there was a significant relationship between sunk cost and addiction. When a game cost more money to purchase there was an increase in the strength of the relationship between addiction and sunk cost. When looking at the monthly fees, the strength of the relationship was about the same for a free game as a game that had a monthly fee attached. A game being given to a gamer by a relative had a mild affect on their frequency of game play when comparing distant and close relatives. When a game was given to a gamer by a member of their immediate family it increased their game play.

In both instances of sunk cost, it seems that the cost of a game does not completely affect game play. It would seem that there are other factors that must be accounted for like the plot of the game or how enjoyable a gamer finds the game. It seems that an addicted gamer will play games frequently. Costs of the games may affect their game play, but it may just be they will play frequently no matter how much a game costs because they have to satisfy their addiction.

Personality online and offline was investigated, for this study we focused on extraversion. An extravert is someone is very talkative and socially out going (Gosling, Mannarellie, & Morris, 2002; Srivastava, 2008). It was found that those who were highly extraverted were highly extraverted in their personality they display online. Also those who have lower levels of extraversion also have lower levels of extraversion online. From our findings it seems that the online world just serves as another place for users to be expressive of themselves. This seems to be very true for those on both spectrums of extraversion.

Social support was investigated both online and offline. Social support is considers behaviors of comforting or taking care of someone. For social support we looked for a relationships between online and offline social support and personality. Again, we only focused on extraversion. It was found that those with high levels of extraversion had high levels of social support both online and offline. When looking into the two types of social support it seems that those who have higher levels of extraversion tend to prefer offline social support. Those who have lower levels of extraversion prefer social support online. An interesting finding when comparing both types of social support for those who are highly extraverted they tend to create online relationships more often. It could go back to the characteristics of an extravert; they tend to be more socially outgoing and create many relationships. The online world serves as another place for them to create new relationships. From our finding those who are highly extraverted are creating many relationships online. It was found in previous research that those who were extraverted prefer face to face interactions and those who are introverted prefer the online world (Amichai-Hamburger et al., 2002). This seemed to be very true for our sample.

Lastly, we investigated if there was a relationship between addiction and social support online. In previous research, it was found that socializing was one of the most popular reasons why gamers play online (Smyth, 2007; Hussain & Griffiths, 2008). For our research a different finding was found. Those who are addiction to video games did receive socially support behaviors online. They did not create new relationships online, disclosure personal issues, or were satisfied with their online relationships. This may be that those gamers who are addicted to online games may be at higher levels with their avatars. Previous research has shown that once a gamer’s avatar reaches higher levels it becomes involved in guilds (Ducheneaut, Yee, Nickell, & Moore, 2006). Once a gamer is a member of a guild, they may stop creating new online relationships. That would explain why there was not a significant relationship between addiction and of initiation of online relationships. They may also find that their online relationships are more focused on success in the game, so they may not be disclosing information or be satisfied with them. They may just consider online game relationships more practical. There may be someone in their guild that is providing them with socially supportive behaviors and they may only turn that person instead of creating new relationships.

This research showed that there are many possible reasons why gamers play online games. It was shown from the sample, as the sunk cost gets greater it has no affect on game play. A relationship was found between sunk cost and addiction. Those who are addicted may be playing games more frequently without even factoring in sunk costs. The online game was found to be used as a place for personality expression. Those who were highly extraverted offline were highly extraverted online, and the same was true for those who were not highly extraverted. When comparing social support online and offline, those who are highly extraverted prefer offline support and those who have lower levels of extraversion prefer the online support. Lastly, those who are addicted did receive social support online, but not are initiating, disclosing, or satisfied in those relationships.
References

Amichai-Hamburger, Y., Wainapel, G., & Fox, S. (2002). “On the internet non one knows I’m an introvert”: Extroversion, neuroticism, and internet interaction. Cyberpsychology &Behavior, 5, 125-128.

Ayton, P., & Arkes, H. R. (1998). Call it quits. New Scientist, 158, 40-43.

Dick, A. S. & Lord, K. R. (1998). The impact of membership fees on consumer attitude and choice. Psychology & Marketing, 15, 41-58.

Ducheneaut, N., Yee, N. Nickell, & E. Moore, R. J. (2006). Building an MMO with mass appeal. Games and Culture, 1, 281-217.

Hussain, Z. & Griffiths, M. D. (2008) Gender swapping and socializing in cyberspace: An exploratory study. CyberPsychology, 11, 47-53.

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (in press) Development and validation of a game addiction of a game addiction scale. Media Psychology.

Mendelson, J., & Mello, N. (1986). The addictive personality. New York, NY: Chelsea House.

Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. CyberPsychology & Behavior, 10, 717- 721.

Srivastava, S. (2008). Measuring the Big Five Personality Factors. Retrieved June 19, 2008 from http://www.uoregon.edu/~sanjay/bigfive.html.
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Unread 08-07-2008, 11:35 AM
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Quote:
Addiction, Socializing, and Personality Expression in MMORPGs: Reasons Why Users Play
What about because they actually want to have cheap fun when they are not at work or school? Is that in your research?

Because to be honest, that's why I play.
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  #20  
Unread 08-07-2008, 03:49 PM
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Yeah, I'm not even gonna read that hunk of a run-on thesis.
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Unread 08-07-2008, 04:25 PM
gm9 gm9 is offline
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Originally Posted by Drumstix42 View Post
Yeah, I'm not even gonna read that hunk of a run-on thesis.
Why, you are missing out on gems like this one:

Quote:
Originally Posted by eksearcher View Post
It seems that an addicted gamer will play games frequently.
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  #22  
Unread 08-07-2008, 04:30 PM
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Haha.
After I scrolled to see how long it was, and see what I was getting myself into, I read the paragraph header:
Quote:
This research showed that there are many possible reasons why gamers play online games.
And knew that If I was writing a BS thesis statement on how eating toast affects the life of a zoo enthusiast, it would probably be about as interesting as what is above
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Unread 08-09-2008, 01:42 PM
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Lines like...

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Those who are addiction to video games did receive socially support behaviors online.
and this "survey" in general translate to...

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I can has thezis?
I feel bad for your field if someone would actually sign off and/or publish that...
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