As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these games become an increasingly important area of research. Scholars have begun to investigate both MMORPGs and players from all angles. This study endeavors to examine both the development of a player\u27s social identity, primarily through the idea of community of practice, and the connection formed between the player and the in-game avatar. The multiple frames perspective, cultural schema theory, and the Interactive Acculturation Model are used to examine patterns of information-seeking and information-providing behavior within the context of the community of practice. When addressing the avatar/player connection, cyborg theory is employed. A ...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
This study explored the relationship between people who play massively multiplayer online roleplayin...
This study explored the relationship between people who play massively multiplayer online roleplayin...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
Video game production is more than a successful entertainment industry. With games as vessels, many ...
textThe intent of the researcher was initially to examine two questions: How are groups and/or peer...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
This study explored the relationship between people who play massively multiplayer online roleplayin...
This study explored the relationship between people who play massively multiplayer online roleplayin...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
Video game production is more than a successful entertainment industry. With games as vessels, many ...
textThe intent of the researcher was initially to examine two questions: How are groups and/or peer...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Studies of online interaction involving identity can be divided into two distinct categories. On the...