Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations.

Although computer games have existed for decades and millions of people play them, the study of games as cultural objects and social phenomenon is still very much in its infancy. With worldwide projections of gaming revenues (hardware, software, online and mobile) of US$39.02 billion by 2010, the ga...

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Bibliographic Details
Main Authors: Lee, Calvina Hoong Dawn., Wong, Sze Yuan., Wong, Ying Zhuang.
Other Authors: Lee, Wai Peng
Format: Final Year Project
Published: 2008
Subjects:
Online Access:http://hdl.handle.net/10356/1068
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Institution: Nanyang Technological University
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Summary:Although computer games have existed for decades and millions of people play them, the study of games as cultural objects and social phenomenon is still very much in its infancy. With worldwide projections of gaming revenues (hardware, software, online and mobile) of US$39.02 billion by 2010, the gaming sector is one of the fastest growing markets today. This study examined the gaming phenomenon in Singapore, in particular, the Massively Multiplayer Online Game (MMOG). Using the uses and gratification framework, this study looked at nine motivations, six of which were found in previous gaming studies (socializing, achievement, exploration, escapism, causing grief, role-play) and introduced three new motivations (immortality, habit, pastime).