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1.
Cyberpsychol Behav Soc Netw ; 21(10): 655-660, 2018 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-30334651

RESUMEN

Previous studies have found that playing massively multiplayer online games (MMOGs) such as World of Warcraft (WoW) can lead to socializing and enhanced connectedness as well as negative well-being outcomes. Motivations for achievement and socializing play central roles in playing MMOGs. Using data from a survey of 181 WoW players, this study examined the relationship among game identities, motivations for playing WoW, and psychological outcomes. Results from analyses of path models suggested that motivations for achievement and socializing were influenced by game identities. Although these motivations substantially explained the variance in players' sense of WoW community, these factors only explained a small portion of negative psychological well-being. This study attests to the possibility of utilizing identity-based motivations in online game studies to understand psychological outcomes for players.


Asunto(s)
Motivación , Desempeño de Papel , Autoimagen , Conducta Social , Juegos de Video/psicología , Adolescente , Adulto , Femenino , Humanos , Internet , Masculino , Persona de Mediana Edad , Adulto Joven
2.
Cyberpsychol Behav ; 12(5): 563-6, 2009 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-19817567

RESUMEN

Previous research examining players of massively multiplayer online games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources, and this social support has been associated with greater well-being. This study used an online survey of players (N = 206) of the MMOG World of Warcraft (WoW) to examine if social support can be derived from MMOGs and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer negative psychological symptoms, although this effect was not maintained after accounting for social support derived from the offline sources. Additionally, a small subsample of players (n = 21) who played for 44 to 82 hours per week (M = 63.33) was identified. These players had significantly lower levels of offline social support and higher levels of negative symptoms compared to the rest of the sample. This study provides evidence that social support can be derived from MMOGs and the associated potential to promote well-being but also highlights the potential harm from spending excessive hours playing.


Asunto(s)
Internet , Relaciones Interpersonales , Juego e Implementos de Juego/psicología , Apoyo Social , Juegos de Video/psicología , Adolescente , Adulto , Anciano , Análisis de Varianza , Ansiedad/psicología , Simulación por Computador , Depresión/psicología , Humanos , Masculino , Persona de Mediana Edad , Interfaz Usuario-Computador , Adulto Joven
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