What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences

The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social inte...

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Bibliographic Details
Main Author: Tran, Chris
Other Authors: Wang, Zuoming
Format: Others
Language:English
Published: University of North Texas 2009
Subjects:
CMS
Online Access:https://digital.library.unt.edu/ark:/67531/metadc10976/
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spelling ndltd-unt.edu-info-ark-67531-metadc109762017-03-17T08:36:12Z What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences Tran, Chris CMS communication video games Warcraft SecondLife MMORPG Computer games -- Social aspects. World of Warcraft. Second Life (Game) Role playing. Video games -- Social aspects. The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model. University of North Texas Wang, Zuoming Anderson, Karen A. Lain, Brian A. 2009-05 Thesis or Dissertation Text oclc: 476750078 untcat: b3805880 https://digital.library.unt.edu/ark:/67531/metadc10976/ ark: ark:/67531/metadc10976 English Public Copyright Tran, Chris Copyright is held by the author, unless otherwise noted. All rights reserved.
collection NDLTD
language English
format Others
sources NDLTD
topic CMS
communication
video games
Warcraft
SecondLife
MMORPG
Computer games -- Social aspects.
World of Warcraft.
Second Life (Game)
Role playing.
Video games -- Social aspects.
spellingShingle CMS
communication
video games
Warcraft
SecondLife
MMORPG
Computer games -- Social aspects.
World of Warcraft.
Second Life (Game)
Role playing.
Video games -- Social aspects.
Tran, Chris
What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
description The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
author2 Wang, Zuoming
author_facet Wang, Zuoming
Tran, Chris
author Tran, Chris
author_sort Tran, Chris
title What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
title_short What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
title_full What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
title_fullStr What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
title_full_unstemmed What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences
title_sort what's real anymore: a comparison of world of warcraft, secondlife and online experiences
publisher University of North Texas
publishDate 2009
url https://digital.library.unt.edu/ark:/67531/metadc10976/
work_keys_str_mv AT tranchris whatsrealanymoreacomparisonofworldofwarcraftsecondlifeandonlineexperiences
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