skip to main content
10.1145/3012071.3012094acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmedesConference Proceedingsconference-collections
research-article

A novel taxonomy of opportunities and risks in massively multiplayer online role playing games

Published:01 November 2016Publication History

ABSTRACT

The explosion and rapid embrace of Massively Multiplayer Online Role Playing Games (MMORPG) has provided players with unique, fully immersive three dimensional environments in which they can express themselves in a myriad of ways. Players can develop unique skill sets, share knowledge, explore and experiment with various identities and network with like-minded individuals. Evidence suggests however, that these opportunities are accompanied with a number of risks including addiction, desensitisation and threats to the privacy of personal information. This paper presents a novel Taxonomy of opportunities and risks in the specific context of Massively Multiplayer Online Role Playing Games.

References

  1. Anton A, Earp J and Reese A (2002) Analysing Web Site Privacy Using a Privacy Goal Taxonomy. In Proceedings of 10th Anniversary IEEE Joint Requirements Engineering Conference (RE'02): 23--31 Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Atkinson S (2007) Personal Privacy Threats: A taxonomy for risk assessment, Proceedings of Second International Conference on Internet Technologies and Applications, 4--7 September, Wrexham, UK: p267--275Google ScholarGoogle Scholar
  3. Bell V (2007) Online information, extreme communities and internet therapy: Is the internet good for our health? Journal of Mental Health, 16 (4): 44--457Google ScholarGoogle ScholarCross RefCross Ref
  4. Bolino M and Turnley W (2003) More Than One Way to Make an Impression: Exploring Profiles of Impression Management. Journal of Management April 2003. 29 (2): 141 -- 160.Google ScholarGoogle ScholarCross RefCross Ref
  5. Bradford S and Crowe N (2010) Virtual Games May Have Unexpected Benefits for Young People http://www.brunel.ac.uk/research/excellence/children/gamesGoogle ScholarGoogle Scholar
  6. Chen V H, Duh H B and Renyi H (2008) The Changing Dynamic of Social Interaction in World of Warcraft: The Impact of Game Feature Change. Advances in Computer Entertainment Technology, Yokohama, Japan Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Chesney T (2009) Griefing in virtual worlds: causes, casualties and coping strategies. Information Systems Journal November 2009, 19 (6): 525--548Google ScholarGoogle ScholarCross RefCross Ref
  8. Cole H (2007) Social Interactions in Massively Multiplayer Online Role Playing Games. CyberPsychology and Behaviour, 10, (4): 575--583Google ScholarGoogle ScholarCross RefCross Ref
  9. Connell J (2010) Next Generation Services for Older and Disabled People, Final Report, i2 Media Research Ltd, prepared for OFCOM's Advisory Committee on Older and Disabled People. http://www.ofcom.org.uk/files/2010/09/ACOD-NGS.pdfGoogle ScholarGoogle Scholar
  10. Curse.com (2010) http://wow.curse.com/downloads/wow-addons/default.aspxGoogle ScholarGoogle Scholar
  11. Deci E L and Ryan R M (2000) The "what" and "why" of goal pursuits: Human needs and the self-determination of behaviour. Psychological Inquiry, 11: 227--268.Google ScholarGoogle ScholarCross RefCross Ref
  12. Deselms J (2003) Immediate and Prolonged Effects of Videogame Violence. Journal of Applied Social Psychology August 2003, 33, 8: 1553--1563Google ScholarGoogle ScholarCross RefCross Ref
  13. Dominick J (1984) Videogames, Television Violence, and Aggression in Teenagers. Journal of Communication, 34 (2): 136--147Google ScholarGoogle ScholarCross RefCross Ref
  14. ENISA (2008) Children on Virtual Worlds: What Parents Should Know. http://www.enisa.europa.euGoogle ScholarGoogle Scholar
  15. Foo, CY (2008) Grief play management: A qualitative study of grief play management in MMORPGs. VDM Verlag, 2008.Google ScholarGoogle Scholar
  16. Griffiths M and Hunt N (1995) Computer games playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5: 189--193.Google ScholarGoogle ScholarCross RefCross Ref
  17. Hammersley M (1987) Some Notes on the Terms 'Validity' and 'Reliability'. British Educational Research Journal, 13 (1): 73--81Google ScholarGoogle ScholarCross RefCross Ref
  18. Hasebrink U, Livingstone S and Haddon L (2009) Comparing children's online opportunities and risks across Europe: cross-national comparisons for EU Kids Online, LSE London: EU Kids Online (Deliverable D3.2. 2nd Edition)Google ScholarGoogle Scholar
  19. Hayes E (2006) Playing it Safe: Avoiding Online Gaming Risks, US-CERT, http://www.uscert.gov/reading_room/gaming.pdfGoogle ScholarGoogle Scholar
  20. Hung K, Kinzer C and Cheng-Ling A (2009) Motivational Factors in Educational MMORPG's: Some Implications for Education. Learning by Playing, Game-Based Education System Design and Development, Lecture Notes in Computer Science, 5670/2009: 174 Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Hussain Z, Griffiths M (2008) Gender Swapping and Socializing in Cyberspace: An Exploratory Study, CyberPsychology & Behaviour. 11 (1): 47--53Google ScholarGoogle ScholarCross RefCross Ref
  22. Janger M, (2010) Making Videogames Accessible for Disabled Gamers: The Value of Brand Equality http://michaeljanger.com/2010/01/06/making-videogames-accessible-for-disabled-gamers/Google ScholarGoogle Scholar
  23. Joinson A (2003) Understanding the Psychology of Internet Behaviour: Virtual World, Real Lives, Palgrave Macmillan Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Lemmens J S, Valkenburg P M and Peter J (2009) Development and validation of a game addiction scale for adolescents. Media Psychology, 12: 77--95.Google ScholarGoogle ScholarCross RefCross Ref
  25. Lisle H, (1993) Fire in the Mist, Simon & Schuster IncGoogle ScholarGoogle Scholar
  26. Livingstone S. and Haddon L (2009) EU Kids Online: Final Report. LSE, London: EU Kids Online (EC Safer Internet Plus Programme Deliverable D6.5)Google ScholarGoogle Scholar
  27. Lobe B, Livingstone S and Haddon, L (2007) Researching Children's Experiences Online across Countries: Issues and Problems in Methodology. EU Kids Online. http://www2.lse.ac.uk/media@lse/research/EUKidsOnline/Home.aspxGoogle ScholarGoogle Scholar
  28. McElroy G (2010) Blizzard cracking down on in-game World of Warcraft sex role play. http://www.joystiq.com/2010/08/05/blizzard-cracking-down-on-in-game-world-of-warcraft-sex-roleplayGoogle ScholarGoogle Scholar
  29. O'Connell R and Bryce J (2006) Young People, Well Being and Risk Online, Council Of Europe, http://www.coe.int/t/e/human_rights/media/1_Intergovernmental_Co-operation/MC-S-IS/H-inf(2006)005_en.pdfGoogle ScholarGoogle Scholar
  30. Öqvist K L (2009) Virtual Shadows: Your Privacy in the Information Society. The British Computer Society Publishing and Information Products Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Pham A (2002) Online Bullies Give Grief to Games, Los Angeles Times http://www.gamegirladvance.com/mmo/archives/2002/10/21/online_bullies_give_grief_to_games.htmlGoogle ScholarGoogle Scholar
  32. Sanders B, Dowland PS, Atkinson S, Zahra D, Furnell SM, Papadaki M. (2010). Emerging risks in massively multiplayer online role playing games. EU Kids Online Conference, Friday 23 September, New Academic Building LSE, 2011Google ScholarGoogle Scholar
  33. Sanders B, Chen V, Zahra D, Dowland PS, Atkinson S, Papadaki M, Furnell SM (2010) Online Addiction: Privacy Risks in Online Gaming Environments. Proceedings of the International Conference on Management of Emergent Digital EcoSystems (MEDES), October 26--29, Bangkok, Thailand, 2010 Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Schneider J (2000) Effects of cybersex addiction on the family: Results of a survey. Sexual Addiction & Compulsivity, 7: 31 -- 58Google ScholarGoogle ScholarCross RefCross Ref
  35. Skinner B (1974) About Behaviourism, Random House USAGoogle ScholarGoogle Scholar
  36. Solove D (2006) A Taxonomy of Privacy, University of Pennsylvania Law Review, 154 (3): 477Google ScholarGoogle ScholarCross RefCross Ref
  37. Van Evra (2004) Television and Child Development, Third Edition. Mahwah; New Jersey: Lawrence Erlbaum AssociatesGoogle ScholarGoogle Scholar
  38. Waters J (2007) On a Quest for English. THE Journal, 34 (10): 26--32Google ScholarGoogle Scholar
  39. Wei R (2007) Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behaviour. CyberPsychology and Behaviour, 10 (3) 371--380Google ScholarGoogle ScholarCross RefCross Ref
  40. World of Warcraft, 2010, http://forums.worldofwarcraft.com/board.html?forumId=10001&sid=1Google ScholarGoogle Scholar
  41. Yee N (2004) The Daedalus Project http://www.nickyee.com/daedalusGoogle ScholarGoogle Scholar
  42. Yee N (2006) The Psychology of MMORPG's: Emotional Investment, Motivations, Relationship Formation and Problematic Usage, In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, London: Springer-Verlag: 187--207.Google ScholarGoogle Scholar

Index Terms

  1. A novel taxonomy of opportunities and risks in massively multiplayer online role playing games

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      MEDES: Proceedings of the 8th International Conference on Management of Digital EcoSystems
      November 2016
      243 pages
      ISBN:9781450342674
      DOI:10.1145/3012071

      Copyright © 2016 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 1 November 2016

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate267of682submissions,39%
    • Article Metrics

      • Downloads (Last 12 months)7
      • Downloads (Last 6 weeks)0

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader