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Asking the players: a mental models approach to how long-term players of a massively multiplayer online game perceive the risks associated with gaming

机译:向玩家提问:一种心理模型方法,用于研究大型多人在线游戏的长期玩家如何感知与游戏相关的风险

摘要

Video games represent a fast-growing medium and researchers are exploring their social influence, especially regarding the risks associated with gaming. Most studies have focused on an expertu27s view, rather than exploring how users themselves perceive and mitigate such risks. This qualitative study fills this gap by conducting in-depth interviews with 18 players of the browser based Massively Multi-player Online (MMO) strategy game, Lord of Ultima, in order to generate a mental model of how gamers see the risks associated with playing a MMO game. Results suggest that the primary risks in the minds of the gamers are loss of opportunity and time due to pathological gaming, cyber bullying and sexual harassment, and risks due to sharing financial information or due to malicious software. The study explores the motivations and perceived benefits derived by long-term players of the game, and explores the role of trust, group effects and player perceptions of risk in playersu27 risk mitigation strategies. Some behaviors and consequences that experts would consider a risk are considered a benefit by gamers; this has implications for risk communication strategies around gaming. It also points to the importance of considering the user model of risks. Additionally, much of the literature conflates two genres of video game that likely exhibit unique effects. Many of the risks identified in MMO Role Playing Games (MMORPGs) were not considered relevant by long-term players of this game, since participants attributed those risks as being associated with the use and manipulation of a three-dimensional avatar in MMORPGs. Thus, this study extends the focus of inquiry away from the usual MMOPRG genre to explore the overlooked browser MMO genre of video games.
机译:电子游戏是一种快速增长的媒体,研究人员正在探索其社会影响力,尤其是在与游戏相关的风险方面。大多数研究都集中在专家的观点上,而不是探索用户自己如何感知和减轻此类风险。这项定性研究通过对基于浏览器的Massively Multi-Player Online(MMO)策略游戏Ultima的18名玩家进行了深度访谈,从而填补了这一空白,从而建立了一个心理模型来说明玩家如何看待与游戏相关的风险一个MMO游戏。结果表明,游戏者心中的主要风险是病理性游戏,网络欺凌和性骚扰导致的机会和时间损失,以及共享财务信息或恶意软件导致的风险。该研究探讨了长期游戏参与者所产生的动机和可感知的收益,并探讨了信任,群体效应和玩家对风险的感知在减轻风险策略中的作用。专家认为风险的某些行为和后果被游戏玩家视为受益;这对围绕游戏的风险交流策略产生了影响。它还指出了考虑用户风险模型的重要性。此外,许多文献将两种可能表现出独特效果的视频游戏融合在一起。长期游戏玩家认为MMO角色扮演游戏(MMORPG)中确定的许多风险不相关,因为参与者将这些风险归因于与MMORPG中的三维化身的使用和操纵有关。因此,本研究将查询的重点从通常的MMOPRG类型扩展到探索被忽视的视频游戏浏览器MMO类型。

著录项

  • 作者

    Rangarajan Sarani;

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  • 年度 2014
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  • 原文格式 PDF
  • 正文语种 en
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