MMORPG players: A descriptive look on the motivation and identity projection experiences of male and female college players
The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Online Game players or MMORPG players. Eighteen college students participated in this study eight of which participated in a focus group discussion while the other ten participated in in-depth interviews....
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Main Authors: | , |
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Format: | text |
Language: | English |
Published: |
Animo Repository
2007
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Subjects: | |
Online Access: | https://animorepository.dlsu.edu.ph/etd_bachelors/5007 |
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Institution: | De La Salle University |
Language: | English |
Summary: | The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Online Game players or MMORPG players. Eighteen college students participated in this study eight of which participated in a focus group discussion while the other ten participated in in-depth interviews. The first category of experience is motivation or what makes a person play a game and the second category of experience is Identify Projection or how a gamer shows an identity in game. Content analysis was the method used in creating themes from participant's response. The results showed no difference in motivation between males and females when it comes to social aspects of the game. Males reported leniency towards achievement aspects of the game while females reported leniency towards the immersive qualities of the game. With regards to Identity projection, respondents either picked characters with similarities or differences from their personality. Identity Projection also showed gamers tend to use an avatar opposite ones gender also called as gender bending Males tend to gender bend to manipulate while females gender bend for the experience. |
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