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

机译:探索大型多人在线角色扮演游戏中女性玩家的决策过程:一个初步模型

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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:大型多人在线角色扮演游戏(MMORPG)的类型在年轻人群体中越来越受欢迎。在各种学术和官方场合,网络游戏已成为重要而有趣的研究领域。本研究采用人种学决策树模型(EDTM),该模型结合了定性和定量范式来对女大学生是否玩在线游戏的决策过程进行建模。该模型基于对29位受访者进行的深度访谈所收集的定性数据,其中得出了18种玩在线游戏的标准。该模型将使用来自访谈的定性和定量数据以及进一步研究中的结构化问卷进行测试。有了结果,这项研究为在线游戏行业提供了对女性玩家决策过程的理解,并揭示了具有类似兴趣的研究人员的理论立场。

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