Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games

نویسندگان

  • Seung-bae Park
  • Namho Chung
چکیده

Massive Multiplayer Online Role-Playing Games (MMORPGs), which allow simultaneous participation of several gamers, have attracted a great deal of attention recently. Since MMORPGs can be categorized as a type of online community, the behavior of MMORPGs users needs to be considered as the general behavior in online communities. However, previous studies of online communities did not pay enough attention to MMORPGs, in which users can express themselves by interacting actively through games and game avatars. Understanding the characteristics of MMORPGs as online game communities where users communicate and interact will allow games to be vitalized and users to be immersed in games in a more positive way. Hence, using self-presentation theory and social identity theory, this study examined the factors influencing self-presentation desire and the mediating role of self-presentation desire examined in terms of trust of and commitments to online game communities. The results showed that the interactivity in the spaces of MMORPGs had the biggest impacts on self-presentation desire; personal innovativeness and game design quality also was influential. The results also indicated that self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers. 2011 Elsevier Ltd. All rights reserved.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Self-Present by Avatars in Multiplayer Online Role-Playing Games: the Influence of Self-Esteem, Online Disinhibition, and Self-Discrepancy

Playing Multiplayer Online Role-Playing Games (MMORPGs) is now a popular leisure activity for some people. Players spend significant energy and money on it. In MMORPGs, players can customize their avatars as virtual identities to present themselves in the virtual world. Avatars are important when playing MMORPGs. However, few previous studies focus on the psychological determinates for avatar p...

متن کامل

Self-present by Avatars in Multiplayer Online Role-playing Games: the Influence of Self-esteem, Online Disinhibition, and Virtual Self-discrepancy

Playing Multiplayer Online Role-Playing Games (MMORPGs) is now a popular leisure activity for some people. Players spend significant energy and money on it. In MMORPGs, players can customize their avatars as virtual identities to present themselves in the virtual world. Avatars are important when playing MMORPGs. However, few previous studies focus on the psychological determinates for avatar p...

متن کامل

An Improvement of Ipv7 Scheme of Adaptive Overlay Network

IPv7 must work. Although such a hypothesis might seem unexpected, it has ample historical precedence. Given the current status of knowledge-based symmetries, cryptographers clearly desire the study of telephony. We concentrate our efforts on disproving that hierarchical databases and massive multiplayer online role-playing games are continuously incompatible.

متن کامل

Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming

This study examined problematic gaming behavior and depressive tendencies among people who play different types of online-games. Other game-related variables were investigated to determine if other differences between three game types could be established. Participants in the current research (n = 468) can be classified into three independent groups. Subjected users either solely played massive...

متن کامل

Massively Multiplayer Online Role-Playing Games (MMORPGs) and Commitment Behavior: An Integrated Model

The Massively Multiplayer Role-Playing Game (MMORPG) phenomena have generated significant interest on the part of consumers and software publishers. While there have been many efforts to improve the quality of the games in terms of technology (e.g. graphics, networking, etc.), little effort or research has been extended towards identifying business applications of MMORPG. The main goal of this ...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • Computers in Human Behavior

دوره 27  شماره 

صفحات  -

تاریخ انتشار 2011