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Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes

机译:基于游戏身份的玩魔兽世界的动机及其心理结果

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Previous studies have found that playing massively multiplayer online games (MMOGs) such as World of Warcraft (WoW) can lead to socializing and enhanced connectedness as well as negative well-being outcomes. Motivations for achievement and socializing play central roles in playing MMOGs. Using data from a survey of 181 WoW players, this study examined the relationship among game identities, motivations for playing WoW, and psychological outcomes. Results from analyses of path models suggested that motivations for achievement and socializing were influenced by game identities. Although these motivations substantially explained the variance in players' sense of WoW community, these factors only explained a small portion of negative psychological well-being. This study attests to the possibility of utilizing identity-based motivations in online game studies to understand psychological outcomes for players.
机译:先前的研究发现,玩大型的多人在线游戏(MMOG),例如魔兽世界(WoW)可能会导致社交和增强联系性,并带来负面的幸福感。成就动机和社交活动在玩MMOG中起着核心作用。利用对181个《魔兽世界》玩家的调查数据,本研究考察了游戏身份,玩《魔兽世界》动机和心理结果之间的关系。路径模型分析的结果表明,成就和社交的动机受游戏身份的影响。尽管这些动机在很大程度上解释了玩家对魔兽世界意识的差异,但这些因素仅解释了一小部分负面的心理健康。这项研究证明了在在线游戏研究中利用基于身份的动机来理解玩家心理结果的可能性。

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