In the following chapter, the history and structure of MMORPGs will be presented, followed by an overview of the methodology used in the survey study. The demographics, usage patterns and motivations of users will then be presented. A combination of quantitative and qualitative data will guide discussion of relationship formation, role exploration, skill transfer, and problematic usage in these environments. Finally, potential uses of these environments for social science research will be discussed.
CITATION STYLE
Yee, N. (2006). The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage. In Avatars at Work and Play (pp. 187–207). Springer-Verlag. https://doi.org/10.1007/1-4020-3898-4_9
Mendeley helps you to discover research relevant for your work.