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- Title
Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes.
- Authors
Obst, Patricia L.; Zhao, Xiang; White, Katherine M.; O'Connor, Erin L.; Longman, Huon
- Abstract
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.
- Subjects
WORLD of Warcraft (Game); VIDEO games; MOTIVATION (Psychology); PSYCHOLOGICAL well-being; VIDEO gamers
- Publication
CyberPsychology, Behavior & Social Networking, 2018, Vol 21, Issue 10, p655
- ISSN
2152-2715
- Publication type
Article
- DOI
10.1089/cyber.2018.0185