Reasons why massive multiplayer online role playing games continue to play excessively
The research focuses on the motivations of adolescents for excessive playing of Massive Multiplayer Online Role Playing Games despite knowing the adverse effects of it. Based on the study by Steinfeld, Ellison and Lampe (2008) about Social Capital and Self-esteem and its effect on using social netwo...
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Main Authors: | , , |
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Format: | text |
Language: | English |
Published: |
Animo Repository
2012
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Subjects: | |
Online Access: | https://animorepository.dlsu.edu.ph/etd_bachelors/10470 |
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Institution: | De La Salle University |
Language: | English |
Summary: | The research focuses on the motivations of adolescents for excessive playing of Massive Multiplayer Online Role Playing Games despite knowing the adverse effects of it. Based on the study by Steinfeld, Ellison and Lampe (2008) about Social Capital and Self-esteem and its effect on using social networking sites, These two variables are significant predictors on frequency of using social networking sites . The researchers of this paper studied whether these two variables are also significant predictors on frequency of playing MMORPG. The research design that was used in the research is quantitative and descriptive. Data was collected from 276 participants who play at least 22.7 hours per week. The sampling method used is purposive and snowball method. Internet Social Capital Scale and Rosenbergs Self Scale were used. Results show that Self Esteem and Social Capital have no significant relationship on gaming frequency. Additional analysis was done by the researchers to discover other factors that predict gaming frequency. A correlation and multiple regression analysis suggested that age is a positive predictor of gaming frequency. |
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