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.
- 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 ScholarDigital Library
- 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 Scholar
- 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 ScholarCross Ref
- 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 ScholarCross Ref
- Bradford S and Crowe N (2010) Virtual Games May Have Unexpected Benefits for Young People http://www.brunel.ac.uk/research/excellence/children/gamesGoogle Scholar
- 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 ScholarDigital Library
- Chesney T (2009) Griefing in virtual worlds: causes, casualties and coping strategies. Information Systems Journal November 2009, 19 (6): 525--548Google ScholarCross Ref
- Cole H (2007) Social Interactions in Massively Multiplayer Online Role Playing Games. CyberPsychology and Behaviour, 10, (4): 575--583Google ScholarCross Ref
- 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 Scholar
- Curse.com (2010) http://wow.curse.com/downloads/wow-addons/default.aspxGoogle Scholar
- 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 ScholarCross Ref
- Deselms J (2003) Immediate and Prolonged Effects of Videogame Violence. Journal of Applied Social Psychology August 2003, 33, 8: 1553--1563Google ScholarCross Ref
- Dominick J (1984) Videogames, Television Violence, and Aggression in Teenagers. Journal of Communication, 34 (2): 136--147Google ScholarCross Ref
- ENISA (2008) Children on Virtual Worlds: What Parents Should Know. http://www.enisa.europa.euGoogle Scholar
- Foo, CY (2008) Grief play management: A qualitative study of grief play management in MMORPGs. VDM Verlag, 2008.Google Scholar
- 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 ScholarCross Ref
- Hammersley M (1987) Some Notes on the Terms 'Validity' and 'Reliability'. British Educational Research Journal, 13 (1): 73--81Google ScholarCross Ref
- 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 Scholar
- Hayes E (2006) Playing it Safe: Avoiding Online Gaming Risks, US-CERT, http://www.uscert.gov/reading_room/gaming.pdfGoogle Scholar
- 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 ScholarDigital Library
- Hussain Z, Griffiths M (2008) Gender Swapping and Socializing in Cyberspace: An Exploratory Study, CyberPsychology & Behaviour. 11 (1): 47--53Google ScholarCross Ref
- 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 Scholar
- Joinson A (2003) Understanding the Psychology of Internet Behaviour: Virtual World, Real Lives, Palgrave Macmillan Google ScholarDigital Library
- 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 ScholarCross Ref
- Lisle H, (1993) Fire in the Mist, Simon & Schuster IncGoogle Scholar
- 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 Scholar
- 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 Scholar
- 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 Scholar
- 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 Scholar
- Öqvist K L (2009) Virtual Shadows: Your Privacy in the Information Society. The British Computer Society Publishing and Information Products Google ScholarDigital Library
- 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 Scholar
- 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 Scholar
- 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 ScholarDigital Library
- Schneider J (2000) Effects of cybersex addiction on the family: Results of a survey. Sexual Addiction & Compulsivity, 7: 31 -- 58Google ScholarCross Ref
- Skinner B (1974) About Behaviourism, Random House USAGoogle Scholar
- Solove D (2006) A Taxonomy of Privacy, University of Pennsylvania Law Review, 154 (3): 477Google ScholarCross Ref
- Van Evra (2004) Television and Child Development, Third Edition. Mahwah; New Jersey: Lawrence Erlbaum AssociatesGoogle Scholar
- Waters J (2007) On a Quest for English. THE Journal, 34 (10): 26--32Google Scholar
- 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 ScholarCross Ref
- World of Warcraft, 2010, http://forums.worldofwarcraft.com/board.html?forumId=10001&sid=1Google Scholar
- Yee N (2004) The Daedalus Project http://www.nickyee.com/daedalusGoogle Scholar
- 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 Scholar
Index Terms
- A novel taxonomy of opportunities and risks in massively multiplayer online role playing games
Recommendations
Massively multiplayer online role-playing games: the past, present, and future
Theoretical and Practical Computer Applications in EntertainmentMassively multiplayer online role-playing games (MMORPGs) are emerging in the computer game industry as a very popular genre. These games have existed since the late 1990s, but in the last few years the market has become increasingly strong. This ...
The usability of massively multiplayer online roleplaying games: designing for new users
CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsThis study examines the usability challenges faced by new players of massively multiplayer online role-playing games (MMORPGs), one of the fastest-growing segments of the video game industry. Played in completely online worlds, these games allow players ...
An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games
Latent Class Analysis revealed seven classes of motivations for playing MMORPGs.Five classes of gaming addiction-related experiences were extracted.Three classes of motivations for playing were linked to higher risk of addiction. Massively multiplayer ...
Comments