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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sg-ntu-dr.10356-10682019-12-10T12:03:02Z Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. Lee, Calvina Hoong Dawn. Wong, Sze Yuan. Wong, Ying Zhuang. Lee, Wai Peng Wee Kim Wee School of Communication and Information DRNTU::Social sciences::Communication::Cultural studies 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). Bachelor of Communication Studies 2008-09-10T07:14:09Z 2008-09-10T07:14:09Z 2005 2005 Final Year Project (FYP) http://hdl.handle.net/10356/1068 Nanyang Technological University application/pdf |
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DRNTU::Social sciences::Communication::Cultural studies Lee, Calvina Hoong Dawn. Wong, Sze Yuan. Wong, Ying Zhuang. Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. |
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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). |
author2 |
Lee, Wai Peng |
author_facet |
Lee, Wai Peng Lee, Calvina Hoong Dawn. Wong, Sze Yuan. Wong, Ying Zhuang. |
format |
Final Year Project |
author |
Lee, Calvina Hoong Dawn. Wong, Sze Yuan. Wong, Ying Zhuang. |
author_sort |
Lee, Calvina Hoong Dawn. |
title |
Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. |
title_short |
Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. |
title_full |
Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. |
title_fullStr |
Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. |
title_full_unstemmed |
Massively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations. |
title_sort |
massively multiplayer online game (mmog) in singapore: gamers and their motivations. |
publishDate |
2008 |
url |
http://hdl.handle.net/10356/1068 |
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1681049231120400384 |