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To Explore Female Players Decision-Making Processes in MMORPGs: A Preliminary Model

机译:探索MMORPG的女性球员决策过程:初步模型

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The genre of massively multiplayer online role-playing games (MMORPGs) has become increasingly popular with the group of young. Online games have emerged as an important and interesting research area in a variety of academic and official settings. This study adopts ethnographic decision tree modelling (EDTM) which integrates qualitative and quantitative paradigms to model the decision-making process of whether or not to play online games by female undergraduate students. The model is built based on qualitative data gathered through in-depth interviews of 29 respondents, where 18 criteria for playing online games are elicited. The model will be tested using qualitative and quantitative data from interviews, and a structured questionnaire in the further study. Armed with the results, this study provides online game industries an understanding of the decision-making process of female players, and reveals theory standpoints for the researchers with similar interests.
机译:大量多人在线角色扮演游戏(MMORPG)的类型变得越来越受到一群年轻人的欢迎。在线游戏已成为各种学术和官方环境中的重要和有趣的研究领域。本研究采用民族志决策树建模(EDTM),其整合了定性和定量范式,以模拟由女本科生播放在线游戏的决策过程。该模型基于通过深入访谈的定性数据建立,其中29名受访者的深入访谈,其中18个播放在线游戏的标准被引发。该模型将使用来自访谈的定性和定量数据进行测试,以及在进一步研究中的结构化问卷。该研究武装了这些研究,提供了在线游戏行业的理解,了解女性玩家的决策过程,并揭示了具有相似兴趣的研究人员的理论观点。

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