Scholarly Links about MMORPGs

Please note that the list below is a ‘living document’ so new items will be added, and old removed at random times for various reasons. Thanks.

Scholarly Works on Entropia:


Scholarly Works on MMOs and Online Gaming in General:

  • http://worldsofeducation.pbworks.com/f/addiction.pdf

    It is clear that MMORP users have a tendency to spend many more hours devoted to their game and find the social aspects of the in-game world more pleasant and satisfying than what occurs in the real world. However, MMORPG users do not seek self-confidence in-game, would find fun elsewhere if MMROPGs did not exist, and would not feel irritated if they did not have the chance to play for 1 day.


  • http://www.sciencedirect.com/science/article/pii/S0924933807014459

    An interesting profile has emerged from the results of this study, suggesting that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online games. This result will deepen our understanding of the “at-risk” population for online game addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online games.

  • http://www.nickyee.com/pubs/Ducheneaut,%20Yee,%20Nickell,%20Moore%20-%20Alone%20Together%20(2006).pdf

    Our observations show that, while MMOGs are clearly social environments, the extent and nature of theplayers’ social activities differ significantly from previous accounts. In particular, joint activities are not very prevalent, especially in the early stages of the game.

     

  • https://www.hci.iastate.edu/REU09/pub/Main/723/yee-psychology-mmorpg.pdf

    The structure of MMORPGs are well-suited for story-path curriculums, and in fact, would also allow classes from different schools to inhabit different villages and create a larger social community that worked together to resolve conflicts or achieve common goals.

  • http://www.thefengs.com/wuchang/work/cstrike/netgames07_long.pdf

    This paper has provided the first, long-term analysis of a popular MMORPG. Our results show that (1) its workload is highly predactable in the short term, (2) content updates have only a slight impact on the subscription growth and player usage, (3) player churn increases as the game matures, and (4) intersession times provide a reasonable metric for identifying players that are about to quit.

  • http://www.academia.edu/2609652/MMORPG_a_review_of_social_studies

    Certainly, authorities devoted to young people’s issues and new technologies can profit of the results of scientific researches that make a careful study of this new entertaining and socializing framework… MMORPG can be used like some kind of in vitro environment, where to observe growing and evolving of phenomena that present bigger difficulty of observation in the “real world”… in this sense are typical economical studies about inflation or deflation in virtual economies.

  • http://mmnet.iis.sinica.edu.tw/pub/lee10_consolidation.pdf

    In this paper, we have shown that MMORPGs, because of the spatial locality property of the players’ interactions, can be made much more resource-efficient by applying our
    proposed zone-based server consolidation strategy


  • http://ocw.metu.edu.tr/pluginfile.php/2372/mod_resource/content/1/ColeGriffiths.PDF

    Males still dominate the gaming culture, but a notable increase in the female gamers appears to be occurring… Previous research has made the assumptions that gamers are socially inactive. However, the study showed that 76.2% of male and 74.7% of female players had made good friends within the game. This suggests that MMORPGs are highly socially interactive.

  • http://social.cs.uiuc.edu/class/cs598kgk-04/papers/p1421-seay.pdf

    Based on our findings, we encourage developers to provide turn-key facilities to their player organizations that support web presence, forums, and even out-of game email facilities which would protect player privacy while facilitating communication. A noteworthy step in the right direction is Star Wars Galaxies’ fairly robust in-game email client. Placing the proper tools such as this within easy reach of the player community will enhance their ability to create consistently reinforcing experiences in which they are able to plan to play together frequently and execute those plans with a high percentage of familiar players in attendance.

    … Participation in the guild community via email and message board postings will enhance one’s commitment, while, at the same time, commitment will lead to more communication with the group. In the same way, the weakness of a cross-sectional design also prevents us from making causal claims in regard to the relationship between commitment and hours played per week.

  • http://beta.slashdot.org/story/138914

    “A new study analyzing interactions among 300,000+ players in an online game universe, called Pardus, has for the first time provided large-scale evidence to prove an 80-year-old psychological theory called Structural Balance Theory. The research, published in PNAS, shows that individuals tend to avoid stress-causing relationships when they develop a society, resulting in more stable social networks.”

  • https://www.zotero.org/groups/tutorizacin/items/itemKey/SFJXJ8FK

    Depression, social isolation and fantasy role-playing game use among young adults: Comparing tabletop to videogame formats.

  • http://gadgetshow.channel5.com/gadget-show/gadget-news/sparx-the-role-playing-gaming-that-cures-depression

    SPARX: The role-playing gaming that cures depression

  • http://technoccult.net/archives/2013/02/14/imagination-an-rpg-for-people-suffering-from-depression/

    ImagiNation: An RPG For People Suffering From Depression



EU Link Lists
http://www.entropialinks.eu/

One thought on “Scholarly Links about MMORPGs

Comments are closed.