Abstract
The MMORPG is an interactive multiplayer online role-playing game. Players interact with each other in the virtual community of MMORPG having different behaviors due to the level of involvement and interaction. Players and players have different interaction in the communities through the game. The level of participation and interaction of players cause different behaviors in the game. Research data comes from those players who created their roles from 18pm to 24pm at the first day the game world started and their behaviors were continuity recording for 7 days. The results of the study found that players who attended to the virtual community were willing to spend more time and pay more money on the online game. Moreover, positive correlation was found between time and money players spent in the MMORPG. Furthermore, there is no difference between players’ behavior in the game in different roles of genders.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Hsu, C.L., Lu, H.P.: Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management 41(7), 853–868 (2004)
Van der Heijden, H.: User acceptance of hedonic information systems. MIS Quarterly 28(4), 695–704 (2004)
Armstrong, A., Hagel III, J.: Real Profits from Virtual Communities. The McKinsey Quarterly (3), 127–128 (1995)
Chou, T.J., Ting, C.C.: The role of flow experience in cyber-game addiction. CyberPsychology & Behavior 6(6), 663–675 (2003)
Yee, N.: Motivations for play in online games. CyberPsychology & Behavior 9(6), 772–775 (2006)
Chan, S., Lu, M.: Understanding internet banking adoption and use behavior: a Hong Kong perspective. Journal of Global Information Management (JGIM) 12(3), 21–43 (2004)
Koh, J., Kim, Y.G.: Sense of virtual community: A conceptual framework and empirical validation. International Journal of Electronic Commerce 8(2), 75–94 (2003)
Kim, K.H., et al.: E-lifestyle and motives to use online games. Irish Marketing Review 15(2), 71–77 (2002)
Ng, B.D., Wiemer-Hastings, P.: Addiction to the internet and online gaming. CyberPsychology & Behavior 8(2), 110–113 (2005)
Kryspin-Exner, I.: Gesundheit und neue Medien: psychologische Aspekte der Interaktion mit Informations-und Kommunikationstechnologien. Springer, Heidelberg (2009)
Manninen, T., Kujanpää, T.: The value of virtual assets-the role of game characters in MMOGs. International Journal of Business Science and Applied Management 2(1), 21–33 (2007)
Chan, C.M.L., et al.: Recognition and participation in a virtual community (2004)
Hagel, J., Armstrong, A.: Net gain: expanding markets through virtual communities. Harvard Business Press, Boston (1997)
Rheingold, H.: The virtual community. Citeseer (2000)
Rheingold, H.: The virtual community. Reading Digital Culture, pp. 272–280 (2001)
Hummel, J., Lechner, U.: Social profiles of virtual communities. IEEE, Los Alamitos (2002)
Buckingham, D., et al.: Computer games: Text, narrative and play (2006)
Ryan, M.L.: From Playfields to Fictional Worlds: A Second Life for Ariosto. New Literary History 40(1), 159–176 (2009)
Moore, R.J., Ducheneaut, N., Nickell, E.: Doing virtually nothing: Awareness and accountability in massively multiplayer online worlds. Computer Supported Cooperative Work (CSCW) 16(3), 265–305 (2007)
Csikszentmihalyi, M.: Beyond boredom and anxiety: Experiencing flow in work and play. Jossey-Bass, San Francisco (2000)
Czikszentmihalyi, M.: Beyond boredom and anxiety, San Francisco (1975)
Novak, K., Shahin, F.S.: A comparison of two image compression techniques for softcopy photogrammetry. Photogrammetric Engineering and Remote Sensing 62(6), 695–701 (1996)
Reid, E.: Virtual worlds: Culture and imagination (1995)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Wang, ST., Kuo, WC., Yang, JC. (2011). A Study on Exploring Participant Behavior and Virtual Community in MMORPG. In: Chang, M., Hwang, WY., Chen, MP., MĂĽller, W. (eds) Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Edutainment 2011. Lecture Notes in Computer Science, vol 6872. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-23456-9_50
Download citation
DOI: https://doi.org/10.1007/978-3-642-23456-9_50
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-23455-2
Online ISBN: 978-3-642-23456-9
eBook Packages: Computer ScienceComputer Science (R0)